Tuesday, July 16, 2013

Slides da Apresentação no Challenges 2013

Slides da apresentação do artigo Proposta de Modelo de Referência para Aplicação de Gamification em Ambientes de Aprendizagem Social, Challenges 2013, 16 de julho de 2013, Braga, Portugal.



Resumo: A gamification consiste na aplicação de elementos característicos dos videojogos em contextos não lúdicos com o objetivo de aumentar os níveis de envolvimento e de motivação dos participantes em atividades nesses contextos. Para atingir este objetivo tem sido considerada, entre outras, a teoria do fluxo. A educação é apontada como uma das áreas com maior potencial de aplicação de gamification. O crescente uso das tecnologias de informação e de comunicação em contextos educativos e o reconhecimento do potencial pedagógico das aplicações da Web 2.0 levam a que as plataformas de apoio ao ensino sejam candidatas à aplicação elementos de jogos, em particular de jogos sociais. Os elementos a considerar e a forma de os aplicar levaram à necessidade de definição de um modelo de referência que auxilie a aplicação do conceito de gamification. Este artigo apresenta uma proposta de um modelo de referência no seguimento de trabalhos anteriores que identificaram já as suas características gerais.

Palavras-chave: Gamification, elementos de jogos, teoria do fluxo, ambientes sociais de aprendizagem, modelo de referência

Abstract: Gamification is the application of typical elements from video games in non-gaming contexts aiming to increase the levels of engagement and motivation of the participants in activities in those contexts. The ways to achieve this objective have been supported by the flow theory, among others. Education is considered one of the areas with greatest potential for the application of gamification. The increasing use of information and communication technologies in educational contexts and the recognition of the pedagogical potential of Web 2.0 applications, made learning supporting platforms good candidates for the application of game elements, particularly from social games. Choosing which elements to consider and how to apply them led to the necessity of defining a framewok to assist the application of gamification. This paper presents a proposal of such a framework following previous work that has identified its general characteristics.

Keywords: Gamification, game elements, flow theory, social learning environments, framework

Friday, July 12, 2013

Paper in PLE 2013

Foi apresentado ontem, pelo Ademar Aguiar, o artigo que enviámos para a PLE 2013 - Personal Learning Environments: Learning and Diversity in the Cities of the Future,  em Berlim. 


O artigo, Using Gamification to Improve Participation in a Social Learning Environment, foi feito em co-autoria com Rebeca Redondo e Ana Vilas da Universidade de Vigo, para além do Ademar Aguiar. A redação do artigo contou ainda com o apoio de de um shepherd, Kamakshi Rajagopal.

Abstract do artigo: This paper presents a gamification framework applied in the integration of game elements in a K6 Social Learning Environment leading to a gamified system. With this gamified system it is expected to achieve a raise in the motivation to use the platform with students becaming more loyal users. It is also expected that they will be deeper involved and engaged in educational activities supported by the environment. The proposed gamification framework includes an architecture for a gamified system and a guide to help the development of gamified activities.


Tuesday, July 02, 2013

The Book of Mormon: Case Study White Paper

Foi publicado o white paper do último case study proposto pelo GamFed: um site gamificado para promoção e venda de bilhetes para um espectáculo da Broadway: The Book of Mormon (ver este post).

The Book of Mormon Case Study
The Book of Mormon is a satirical musical developed and directed by Trey Parker, Robert Lopez, Matt Stone and Casey Nicholaw. The production has won 9 Tony awards including Best Musical in 2011.

Supercharging Online Engagement

With the musical’s Broadway success rapidly gaining momentum, The Book of Mormon team aimed to increase online engagement and social sharing of tour dates, exclusive interviews and other important content available on the musical’s website. Being savvy about current trends in digital marketing, The Book of Mormon wanted to use social media to build online buzz for the production and boost interaction on the site.


Building a Rewards Program for Fans
Knowing that many people visit a production’s website to buy tickets, The Book of Mormon implemented BigDoor’s Gamified Loyalty Platform to launch site “missions” that prompt and incentivize visitors to check out videos, behind the scenes photos and The Book of Mormon in the news. Joining the program allows users to earn “golden plates”, a currency customized by the Book of Mormon team, which were redeemable for tickets to the show and Book of Mormon merchandise. As a white label product, the BigDoor platform easily aligned with The Book of Mormon’s satirical themes.


The site also launched BigDoor powered ”Street Team missions”, which load a timed messages for fans to retweet, rewarding higher point values for those who do so the fastest.
Since social media engagement is the ultimate goal, The Book of Mormon uses BigDoor’s social stream feature, which highlights real-time fan achievements earned in the program. Visitors to the site can see who is earning achievements, badges and rewards. The social stream prompts them to join and participate in the program.


The Results
Simply watching the social stream on The Book of Mormon’s website proves how active participants are in the program. Valuable site actions have increased by 10X and participants in the program view 2X as many pages. Fans of the program are learning more about the production, building excitement for tour dates and recruiting their friends to help them earn rewards. “Mission” accomplished!