Saturday, November 12, 2011


Artigo aceite para a 3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF TEACHING and REFORMING EDUCATION: Learning Technologies, Quality of Education, Educational Systems, Evaluation, Pedagogies (TECH-EDUCATION 2012). Em co-autoria com Rebeca Redondo e Ana Vilas da Universidade de Vigo.

Title: A Social Gamification Framework for a K-6 Social Network

Abstract: As video games, particularly, social games are growing in popularity and number of users, there has been an increasing interest in its potential as innovative teaching tools. Gamification is a new concept intending to use elements from video games in non-game applications. Education is an area with high potential for application of this concept since it seeks to promote people’s motivation and engagement. The research in progrees will try to find how to apply social gamification in education, testing and validating the results of that application. To fulfill these objectives, this paper presents the guidelines and main features of a social gamification framework to be applied in an existent K-6 social learning environment.

Keywords: game-based learning, gamification, e-learning, social networks, social games.

"K-6 social learning environment" referido no abstract é a plataforma (ou, na sua versão internacional) já várias vezes mencionado aqui (ver E-learning: Problemas em Aberto (3), Projectos E-learning (1):, Passos para a Internacionalização, Publicação na EDULEARN'11 e "Escolinhas" no Chile).

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