Friday, January 31, 2014

A Social Gamification Framework for a K-6 Learning Platform: Citations

My paper (see this post) A Social Gamification Framework for a K-6 Learning Platform published at Computers in Human Behavior, in March 2013, (co-authored with Rebeca Díaz Redondo e Ana Fernández Vilas), has been cited in other publications. The paper presents the "main features of a social gamification framework to be applied in an existent K-6 social learning environment". This social learning environment is schoooools.com (see also this post on schoooools' blog - in portuguese).


Last year, it was referenced in Gamifying Learning Experiences: Pratical Implications and Outcomes, published at Computers & Education (vol. 63, April 2013): “Recently Simões, Díaz & Fernández (2013) presented a social gamification framework for http://schoooools.com, a social learning environment, which “aims to assist educators and schools with a set of powerful and engaging educational tools to improve students’ motivation and learning outcomes”. 

Another reference in 2013 was in Reimagining Leaderboards: Towards Gamifying Competency Models through Social Game Mechanics, publicado nos proceedings da Gamification 2013 – First International Conference on Gameful Design, Research, and Applications: “Simões, Redondo and Vilas developed a social gamification framework for educational systems that was implemented for a series of elementary schools in Portugal [15]. Game elements were drawn directly from social games; for example, peer appraisal, including the use of a “like” button, giving and sharing rewards, and teamwork-based goals.

Today, in Zac Fitz-Walter's Gamification Weekly (Issue 33 - 31st January, 2014), I found two other references. One was in Gamification - supported Exploration and Practicing for Automotive User Interfaces and Vehicle Functions: "When analyzing current examples of gamified learning environ-ments(Muntean 2011; Simões et al. 2013), the use of game elements does not directly optimize the learning efficacy, but has mainly an impact on the learners’ motivation (Domínguez et al. 2013)". The other was in Memoirs of a Teacher-Gamer: Educational Games (in Reading Matters, Volume 14, Spring 2014, pp 8 - 13): "Unlike the game based learning I have focused on so far, gamification is a recent term introduced to the educational gaming community. Recent studies suggest educators begin looking at the experience of school as a game by integrating general features of popular games to enhance motivation (Apostol, Zaharescu, & Alexe, 2013; Simões, Redondo, & Vilas, 2013)".

Well, someone is reading the paper which is gratifying ...

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