Wednesday, May 17, 2017

The GOAL Project: Gamified and Online Activities for Learning


GOAL Project aims to support active and non-active athletes in the development of their professional endeavours, after the end of their athletic career.

One of the objectives is "to design and develop digital content packaged in serious games and gamified digital interfaces to support dual career of athletes (active and former athletes".

 The project aims to reach its objectives through:
  • An e-learning platform;
  • Gamified activities;
  • Distant psychological support;
  • E-mentoring.
More information about the project can be found here.


Tuesday, May 16, 2017

Palestra "Gamificação: Uso de Técnicas de Videojogos em Contexto Empresarial"



"No âmbito da unidade curricular de Marketing Digital, lecionada pelo Prof. Jorge Esparteiro Garcia, decorreu hoje na ESCE, uma palestra com o título "Gamificação: Uso de Técnicas de Videojogos em Contexto Empresarial" dinamizada pelo Prof. Doutor Jorge Simões do ISPGaya.

A sessão, que despertou o interesse dos alunos do Mestrado em Marketing, permitiu perceber as estratégias e técnicas associadas à Gamificação, e de que forma estas permitem potenciar e alavancar a comunicação das empresas e marcas na web, e nas redes sociais."


Slides disponíveis em: https://goo.gl/9nybx7

Wednesday, May 10, 2017

Core Literature Cited in Gamification Papers

A study published in a recent paper reveals some of the most influential papers in the gamification literature. It was very nice to know that my old contribution is still influential (A social gamification framework for a K-6 learning platform”, available in academia.edu).


Details about the used measurement method can be found in the paper "Publication Trends in Gamification: A Systematic Mapping Study", by Jussi Kasurinen and Antti Knutas, Lappeenranta University of Technology, Finland. I made a review of this paper to Computer Science Review but lost track of if (not published?).