Gamification of Virtual Learning Environments: A Narrative and User Experience Approach
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Tipo de documento: | Tese |
Idioma: | eng |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da USP |
Texto Completo: | https://www.teses.usp.br/teses/disponiveis/55/55134/tde-26072022-105616/ |
Resumo: | Several educational gamification studies investigate how to encourage students to do specific tasks or progress in learning content. However, many studies are inconclusive about how much gamifying an environment helps or hinders these processes. According to the literature, most existing gamification frameworks are structural (i.e., points, badges, and leaderboards), with few content frameworks (to guide where teachers should use game elements and concepts within the learning content). Furthermore, based on recent systematic literature reviews, no narrative framework exists (i.e., concerned with the students learning path and experience), partly because it is difficult to embed a narrative into a platform other than a game. Based on this premise, the objective of this research was to develop, test, and validate a content gamification framework based on the narrative that the students will experience as they progress in their studies. Our primary target users are teachers, instructional designers or developers who can use the framework to gamify classes or educational systems and, secondly, the students who will undergo the gamified experience. Therefore, we developed four artifacts using user experience (UX) concepts and techniques; all focused on education: (1) a specific narrative definition for gamification, (2) a gamification framework based on narrative and storytelling, (3) a new approachthe Gamification Journeyto personalize gamification strategies, and (4) finally, an application ontology in OWL that connects all concepts. To assess the effectiveness of each artifact, we conducted empirical studies, user tests and interviews with experts. The results demonstrate that it is possible to systematize the use of subjective game elements. These approaches have great potential in the educational field, regarding gamification not as a tool but as an experience, opening a new path for future research. |
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Gamification of Virtual Learning Environments: A Narrative and User Experience ApproachGamificando Ambientes Virtuais de Aprendizagem: Uma Abordagem focada na Narrativa e Experiência do UsuárioDesign instrucionalEnsino-aprendizagemExperiência do usuárioFrameworkFrameworkGamificaçãoGamificationInstructional designLearningNarrativaNarrativeUser experienceSeveral educational gamification studies investigate how to encourage students to do specific tasks or progress in learning content. However, many studies are inconclusive about how much gamifying an environment helps or hinders these processes. According to the literature, most existing gamification frameworks are structural (i.e., points, badges, and leaderboards), with few content frameworks (to guide where teachers should use game elements and concepts within the learning content). Furthermore, based on recent systematic literature reviews, no narrative framework exists (i.e., concerned with the students learning path and experience), partly because it is difficult to embed a narrative into a platform other than a game. Based on this premise, the objective of this research was to develop, test, and validate a content gamification framework based on the narrative that the students will experience as they progress in their studies. Our primary target users are teachers, instructional designers or developers who can use the framework to gamify classes or educational systems and, secondly, the students who will undergo the gamified experience. Therefore, we developed four artifacts using user experience (UX) concepts and techniques; all focused on education: (1) a specific narrative definition for gamification, (2) a gamification framework based on narrative and storytelling, (3) a new approachthe Gamification Journeyto personalize gamification strategies, and (4) finally, an application ontology in OWL that connects all concepts. To assess the effectiveness of each artifact, we conducted empirical studies, user tests and interviews with experts. The results demonstrate that it is possible to systematize the use of subjective game elements. These approaches have great potential in the educational field, regarding gamification not as a tool but as an experience, opening a new path for future research.Diversas pesquisas na área de gamificação aplicada à educação investigam como incentivar os alunos a realizar tarefas específicas ou progredir no aprendizado. No entanto, muitos estudos são inconclusivos sobre o quanto a gamificação ajuda ou dificulta esses processos. De acordo com a literatura, a maioria dos frameworks de gamificação existentes são estruturais (usando elementos como pontos, medalhas e placares, por exemplo), com poucos frameworks de conteúdo (que orientem como os professores devem usar elementos de jogos dentro do conteúdo de aprendizagem). Além disso, baseado em revisões sistemáticas recentes, não existe uma estrutura narrativa que esteja preocupada com o caminho de aprendizagem e a experiência do estudante, em parte porque é difícil incorporar uma narrativa em uma plataforma que não seja um jogo. A partir dessa premissa, o objetivo deste trabalho foi desenvolver, testar e validar um framework de gamificação de conteúdo baseado em narrativa que os estudantes vivenciariam à medida que avançassem em seus estudos. Nossos principais usuários-alvo são professores, designers instrucionais ou desenvolvedores que possam usar o framework para criar aulas ou sistemas educacionais, e secundariamente os estudantes, que passarão pela experiência. Para tanto, desenvolvemos quatro artefatos utilizando conceitos e técnicas de experiência do usuário (UX); todos com foco em educação: (1) uma definição de narrativa específica para gamificação, (2) um framework de gamificação baseado em narrativa e storytelling, (3) uma nova abordagem a Jornada da Gamificação para personalizar estratégias de gamificação e (4) uma ontologia de aplicação em OWL que conecta todos os conceitos. Para avaliar a eficácia de cada artefato, realizamos estudos empíricos, testes com usuários e entrevistas com especialistas. Os resultados demonstram que é possível sistematizar o uso de elementos subjetivos de jogos. Essas abordagens têm grande potencial no campo educacional, considerando a gamificação não como uma ferramenta, mas como uma experiência, abrindo um novo caminho para pesquisas futuras.Biblioteca Digitais de Teses e Dissertações da USPIsotani, SeijiNacke, Lennart Philipp ErikPalomino, Paula Toledo2022-05-26info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisapplication/pdfhttps://www.teses.usp.br/teses/disponiveis/55/55134/tde-26072022-105616/reponame:Biblioteca Digital de Teses e Dissertações da USPinstname:Universidade de São Paulo (USP)instacron:USPLiberar o conteúdo para acesso público.info:eu-repo/semantics/openAccesseng2022-07-26T19:29:40Zoai:teses.usp.br:tde-26072022-105616Biblioteca Digital de Teses e Dissertaçõeshttp://www.teses.usp.br/PUBhttp://www.teses.usp.br/cgi-bin/mtd2br.plvirginia@if.usp.br|| atendimento@aguia.usp.br||virginia@if.usp.bropendoar:27212022-07-26T19:29:40Biblioteca Digital de Teses e Dissertações da USP - Universidade de São Paulo (USP)false |
dc.title.none.fl_str_mv |
Gamification of Virtual Learning Environments: A Narrative and User Experience Approach Gamificando Ambientes Virtuais de Aprendizagem: Uma Abordagem focada na Narrativa e Experiência do Usuário |
title |
Gamification of Virtual Learning Environments: A Narrative and User Experience Approach |
spellingShingle |
Gamification of Virtual Learning Environments: A Narrative and User Experience Approach Palomino, Paula Toledo Design instrucional Ensino-aprendizagem Experiência do usuário Framework Framework Gamificação Gamification Instructional design Learning Narrativa Narrative User experience |
title_short |
Gamification of Virtual Learning Environments: A Narrative and User Experience Approach |
title_full |
Gamification of Virtual Learning Environments: A Narrative and User Experience Approach |
title_fullStr |
Gamification of Virtual Learning Environments: A Narrative and User Experience Approach |
title_full_unstemmed |
Gamification of Virtual Learning Environments: A Narrative and User Experience Approach |
title_sort |
Gamification of Virtual Learning Environments: A Narrative and User Experience Approach |
author |
Palomino, Paula Toledo |
author_facet |
Palomino, Paula Toledo |
author_role |
author |
dc.contributor.none.fl_str_mv |
Isotani, Seiji Nacke, Lennart Philipp Erik |
dc.contributor.author.fl_str_mv |
Palomino, Paula Toledo |
dc.subject.por.fl_str_mv |
Design instrucional Ensino-aprendizagem Experiência do usuário Framework Framework Gamificação Gamification Instructional design Learning Narrativa Narrative User experience |
topic |
Design instrucional Ensino-aprendizagem Experiência do usuário Framework Framework Gamificação Gamification Instructional design Learning Narrativa Narrative User experience |
description |
Several educational gamification studies investigate how to encourage students to do specific tasks or progress in learning content. However, many studies are inconclusive about how much gamifying an environment helps or hinders these processes. According to the literature, most existing gamification frameworks are structural (i.e., points, badges, and leaderboards), with few content frameworks (to guide where teachers should use game elements and concepts within the learning content). Furthermore, based on recent systematic literature reviews, no narrative framework exists (i.e., concerned with the students learning path and experience), partly because it is difficult to embed a narrative into a platform other than a game. Based on this premise, the objective of this research was to develop, test, and validate a content gamification framework based on the narrative that the students will experience as they progress in their studies. Our primary target users are teachers, instructional designers or developers who can use the framework to gamify classes or educational systems and, secondly, the students who will undergo the gamified experience. Therefore, we developed four artifacts using user experience (UX) concepts and techniques; all focused on education: (1) a specific narrative definition for gamification, (2) a gamification framework based on narrative and storytelling, (3) a new approachthe Gamification Journeyto personalize gamification strategies, and (4) finally, an application ontology in OWL that connects all concepts. To assess the effectiveness of each artifact, we conducted empirical studies, user tests and interviews with experts. The results demonstrate that it is possible to systematize the use of subjective game elements. These approaches have great potential in the educational field, regarding gamification not as a tool but as an experience, opening a new path for future research. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-05-26 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/doctoralThesis |
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doctoralThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://www.teses.usp.br/teses/disponiveis/55/55134/tde-26072022-105616/ |
url |
https://www.teses.usp.br/teses/disponiveis/55/55134/tde-26072022-105616/ |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
|
dc.rights.driver.fl_str_mv |
Liberar o conteúdo para acesso público. info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Liberar o conteúdo para acesso público. |
eu_rights_str_mv |
openAccess |
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application/pdf |
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|
dc.publisher.none.fl_str_mv |
Biblioteca Digitais de Teses e Dissertações da USP |
publisher.none.fl_str_mv |
Biblioteca Digitais de Teses e Dissertações da USP |
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reponame:Biblioteca Digital de Teses e Dissertações da USP instname:Universidade de São Paulo (USP) instacron:USP |
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Universidade de São Paulo (USP) |
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USP |
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USP |
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Biblioteca Digital de Teses e Dissertações da USP |
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Biblioteca Digital de Teses e Dissertações da USP |
repository.name.fl_str_mv |
Biblioteca Digital de Teses e Dissertações da USP - Universidade de São Paulo (USP) |
repository.mail.fl_str_mv |
virginia@if.usp.br|| atendimento@aguia.usp.br||virginia@if.usp.br |
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