Thursday, April 07, 2016

Third International Workshop on Gamification for Information Retrieval (GamifIR 2016)


Gamification is a popular methodology describing the trend of applying game design principles and elements, such as feedback loops, points, badges or leader boards in non-gaming environments. Gamification can have several different objectives. Besides just increasing the fun factor, these could be, for example, to achieve more accurate work, better retention rates and more cost effective solutions by relating motivations for participating as more intrinsic than conventional methods. In the context of Information Retrieval (IR), there are various tasks that can benefit from gamification techniques. Think, for example, of the manual annotation of documents in IR evaluation or participation in user studies to tackle interactive IR challenges. Gamification, however, comes with its own challenges and its adoption in IR is still in its infancy.

Important Dates:
  • Submission deadline: 29 May, 2016
  • Notification date: 19 June, 2016
  • Camera-ready due: July 3, 2016
  • Workshop date: July 21, 2016

Sunday, March 20, 2016

Jornal Expresso: A Jogar é que a Gente Aprende

Jornal Expresso - 19 de Março de 2016:



Com a ‘gamificação’ do ensino, os alunos tornam-se jogadores, as aulas desafios, há pontos e medalhas. Motivar é o grande objetivo. Em Portugal já se experimenta.

With 'gamification' of education, students become players, and classes become challenges where there are points and medals. Motivating is the ultimate goal. Portugal is already trying.


Algumas pequenas contribuições para o artigo:






Friday, February 26, 2016

Gamification FAQ #2: What Gamification is Not

Gamification and games are different things. A gamified application is not a game but, sometimes, it may look like a game. Gamified applications' users should feel like players in a game, but they are noy playing a game. They are doing something else, probably some useful task.


Paharia (2013), about the differences between games and gamification, argues that “gamification is not about creating games at all” and Kapp et al. (2014), refer that “gamification uses parts of games but is not a game” (p. 69). Also Huang and Soman (2013) point that “if it is already a game, it is not a form of gamification” (p. 15). Hence, gamification is not a game (Wu, 2011) neither an attempt to simply make an application look like a game (Kumar and Herger, 2013) and also not about building full-fledged games, like serious games (Deterding et al., 2011; Werbach and Hunter, 2012). Serious games, are not the same as gamification (Schlagenhaufer and Ambert, 2014). 

Similarly, gamification of education is not the same as Digital Game-Based Learning (DGBL), an approach that uses actual games (serious games, commercial games or games made by students) in a learning environment. It is not also the same as simulations, although all of these terms are related. Kapp et al. (2014) use the notion of Interactive Learning Event (ILE) to describe these different approaches: games, gamification and simulations. In Kapp et al. perspective, gamification is a type of an ILE and different from the other two types. 

Therefore, gamification should not be confused with a process of transformation of some non-game activity into a game. Particularly, regarding education, the application of the concept does not mean that the contents of the various subjects are taught in the form of a game. 

See also FAQ #1: What is Gamification?

References:

Paharia, R. (2014). A new day for gamification, or is it? [Blog post].

Kapp, K., Blair, L., and Mesch, R. (2014). The Gamification of Learning and Instruction Fieldbook: Ideas into Pratice. Wiley.

Huang, W. and Soman, D. (2013). A practitioner’s guide to gamification of education. Technical report, Rotman School of Management University of Toronto, Canada. 

Wu, M. (2011). What is gamification, really? [Blog post] 

Kumar, J. and Herger, M. (2013). Gamification at Work: Designing Engaging Business Software. The Interaction Design Foundation., Aarhus, Denmark.

Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: Defining ”gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek ’11, pages 9–15, New York, NY, USA. ACM.

Werbach, K. and Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.

Schlagenhaufer, C. and Ambert, M. (2014). Psychology theories in gamification: A review of information systems literature. In European, Mediterranean and Middle Eastern Conference on Information Systems 2014, Doha, Qatar.

Thursday, February 04, 2016

Gamification FAQ #1: What is Gamification?

#1: What is Gamification?

Although the concept is around since 2010, there is no commonly accepted definition. 

So, what is gamification, after all? The most common and accepted definition for gamification is the one proposed by Deterding et al. (2011): “the use of game design elements in non-game contexts”. This is a straightforward definition but it lacks the purpose of the concept and raises some questions. What are game design elements? What is the point of using game design elements in non-game contexts? How should they be used? The main goal is that, by moving game elements to other contexts, it will be possible to induce, on people acting in those contexts, the same engagement that players feel when they play a game. If people are deeply motivated and engaged with some task they are performing, it will be more likely that they exhibit the right behaviors concerning the completion of that task. Gamification has as final objective the improvement of users’ involvement. As also pointed out by Kumar and Herger (2013), gamification is about motivating users. 

The definition I use is

The use of game elements and game techniques in non-game contexts, to drive game-like engagement in order to promote desired target behaviors.

This definition is related to what Nicholson (2012) calls meaningful gamification. With meaningful gamification, people engage in an activity because they are intrinsically motivated to perform the activity.

The concept of implicit gamification, proposed by Chou  is, in fact, what is considered to be gamification under the above definition. 

It is also close to what Kapp et al. (2014) call structural gamification rather then their notion of “content gamification”. In Kapp et al.’s view, “content gamification” is closer to serious games and simulations, since it aims to make contents more game-like.

Marczewski’s notion of intrinsic gamification or Long Term Deep Level Gamification is also close to what I understand as gamification. 

Behavior change gamification, proposed by Werbach and Hunter (2012), seeks to form new habits among a target population and is also emphasized in the last part of my definition – to promote desired behaviors. Werbach and Hunter point that this category of gamification includes “redesigning the classroom to make kids learn more while actually enjoying school”. 

It is also worthwhile to watch this video from Andrzej Marczewski:



and also this post: Gamification: What’s Play Got to do, (Got to do) with it?


References:

Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: Defining ”gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek ’11, pages 9–15, New York, NY, USA. ACM. 

Kumar, J. and Herger, M. (2013). Gamification at Work: Designing Engaging Business Software. The Interaction Design Foundation., Aarhus, Denmark. 

Nicholson, S. (2012). A user-centered theoretical framework for meaningful gamification. In Proceedings of Games+Learning+Society 8.0, Pittsburgh. ETC Press. 

Kapp, K., Blair, L., and Mesch, R. (2014). The Gamification of Learning and Instruction  Fieldbook: Ideas into Pratice. Wiley.


Werbach, K. and Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.   

Tuesday, February 02, 2016

PhD Thesis Online





My PhD thesis

Using Gamification to Improve Participation in Social Learning Environments

is available online at ResearchGate and Academia.edu










Abstract:

This thesis addresses the problem of students’ disengagement by investigating if gami- fication can make a contribution to solve the problem and how. Gamification is a new trend that aims to improve people’s engagement, motivation, loyalty or participation. It started as a marketing tool but widespread to several different areas where peoples’ involvement is a key issue. Gamification is inspired by the success and popularity of video games and looks for ways to use game’s features in non-game contexts, as a way to drive game-like engagement. 

While schools are struggling with the lack of motivation and engagement of many of their students, technology is part of most children and teenagers lives in today’s societies. They are heavy users of several media that, through mobile and wireless technologies, are almost permanently present and available everywhere. Schools have to compete for students’ attention and time and find the ways to use technology in their favour and fill the gap between school and the outside technological world. Also, most of today’s students are video game’s consumers. Games have been used in educational and training scenarios for a long time. But building full-fledged games with learning purposes has high implementations costs. 

Gamification is a way to take advantage of the games’ power with lesser costs and ef- fort. An initial research on gamification revealed that education was precisely one of the main fields that could benefit from this new trend. As a main goal, the thesis proposes a framework to help teachers using technology-enhanced learning environments powered with gamification. It is expected that these environments can improve students’ behaviors towards school and learning. The framework also defines what should be the high level architecture of gamified digital systems. This architecture is platform independent and is proposed as a way to help developers in the implementation of gamified systems, by highlighting what their main building blocks should be. Based on a broad literature review, this thesis presents the most used game elements and game techniques found in already existing gamified applications. A set of those elements and techniques were included in the proposed framework. 

Further research was needed to investigate the impact of gamification and how to mea- sure that impact. The tendency to experience flow was chosen as a measure of engage- ment. Flow is a psychological state felt by people when they act with total involvement. People can experience flow when performing an engaging task. A high tendency to experience flow means high intrinsic motivation and a better engagement. The thesis addressed these issues by conducting an empirical study with primary education young students. The study investigated if a social learning environment with gamification tools would be more able to increase students disposition to experience flow than a non-gamified version. In this experiment, some gamified learning activities were set following the guidelines of the proposed framework. 

The results from the empirical study showed that there was an improvement in the students’ disposition for flow when using the gamified version of the social learning en- vironment. The students’ average score had an increase and the statistical test taken allowed to conclude that the average score increase has statistical significance.



Thursday, December 31, 2015

2015: My PhD Year


 

2015 is near the end. 2015 is the year I finished my PhD, on November, 27th:


I hope to continue my research around gamification and e-learning in 2016.

For now, this is the thesis abstract:

This thesis addresses the problem of students’ disengagement by investigating if gamification can make a contribution to solve the problem and how. Gamification is a new trend that aims to improve people’s engagement, motivation, loyalty or participation. It started as a marketing tool but widespread to several different areas where peoples’ involvement is a key issue. Gamification is inspired by the success and popularity of video games and looks for ways to use game’s features in non-game contexts, as a way to drive game-like engagement. 

While schools are struggling with the lack of motivation and engagement of many of their students, technology is part of most children and teenagers lives in today’s societies. They are heavy users of several media that, through mobile and wireless technologies, are almost permanently present and available everywhere. Schools have to compete for students’ attention and time and find the ways to use technology in their favour and fill the gap between school and the outside technological world. Also, most of today’s students are video game’s consumers. Games have been used in educational and training scenarios for a long time. But building full-fledged games with learning purposes has high implementations costs. 

Gamification is a way to take advantage of the games’ power with lesser costs and effort. An initial research on gamification revealed that education was precisely one of the main fields that could benefit from this new trend. As a main goal, the thesis proposes a framework to help teachers using technology-enhanced learning environments powered with gamification. It is expected that these environments can improve students’ behaviors towards school and learning. The framework also defines what should be the high level architecture of gamified digital systems. This architecture is platform independent and is proposed as a way to help developers in the implementation of gamified systems, by highlighting what their main building blocks should be. Based on a broad literature review, this thesis presents the most used game elements and game techniques found in already existing gamified applications. A set of those elements and techniques were included in the proposed framework. 

Further research was needed to investigate the impact of gamification and how to measure that impact. The tendency to experience flow was chosen as a measure of engagement. Flow is a psychological state felt by people when they act with total involvement. People can experience flow when performing an engaging task. A high tendency to experience flow means high intrinsic motivation and a better engagement. The thesis addressed these issues by conducting an empirical study with primary education young students. The study investigated if a social learning environment with gamification tools would be more able to increase students disposition to experience flow than a non- gamified version. In this experiment, some gamified learning activities were set following the guidelines of the proposed framework. 
 
The results from the empirical study showed that there was an improvement in the students’ disposition for flow when using the gamified version of the social learning environment. The students’ average score had an increase and the statistical test taken allowed to conclude that the average score increase has statistical significance.


Soon, the all thesis will be on-line.


Happy New Year!


Friday, October 09, 2015

COIED 2015 - Conferência Online de Informática Educacional


A COIED 2015 - Conferência Online de Informática Educacional tem início já na próxima segunda-feira, 12 de outubro. O programa completo e detalhado está disponível aqui. As inscrições ainda estão abertas (até 11 de outubro).

Participação no programa de workshops com 


Vamos ver o que dá ...

Para já, aqui fica a sessão de abertura:




Thursday, September 17, 2015

The Gartner's 2015 Hype Cycle and a Year of Research on Gamification of Education

This year, gamification was not included in the Gartner's Hype Cycle. In the last four years, gamification was part of the cycle: see this post. This gave rise to some comments, like this one: The Hype is Over – Gamification is Here to Stay.



What really happened is that Gartner moved gamification to a digital marketing hype cycle:



As Jorge Simões points out, gamification hasn't gone - it's simply been downgraded from a major "game changer" theme to being a component of another one - in this case 'digital marketing'.  It's worth noting that few gamification practitioners really agree with Gartner's view that gamification is a purely digital technology.

In 2014, Gamification was on the "Through of Disillusionment", with a prediction to reach the "Plateau of Productivity" in two to five years. In 2015 in seems that Gamification reached the bottom and was kept out of the cycle. No problem with that. It will probably move to the "Slope of Enlightenment" but Gartner is now considering it just as a digital marketing tool and probably will keep it out of the cycle. But gamification is not relevant just for marketing purposes and it can even be used in non-digital environments (which is not the Gartner's opinion).

Gamification is still considered as relevant in Education and several other contexts. Darina Dicheva and Christo Dichev submitted a paper to E-LEARN 2015 (Gamification in Education: Where Are We in 2015?) where they present a follow-up of an initial study - Gamification in education: A systematic mapping study (see this post). 

In this follow-up (covering the period from July 2014 till June 2015), the authors found that there is "... inconclusive and insufficient evidence for making valid claims about the efficacy of gamification in education". They also point for " ... the drop of the empirical studies reporting positive results and the big jump of the studies with inconclusive or negative results".

It seems that, also in education, gamification is reaching the "Through of Disillusionment". Or it means that we still need further research on how to apply gamification effectively.

The paper also includes a definition for Gamification in Education: "the introduction of game elements and gameful experiences in the design of learning processes" (I have my definition of gamification in education: the use of game elements and game techniques in technology-enhanced learning environments in order to improve students’ motivation and engagement).


References:
Dicheva, D., Dichev, C., Agre, G., and Angelova, G. (2015). Gamification in education: A systematic mapping study (in press). Educational Technology and Society, 18(3). 

Dicheva, D., Dichev, C. (2015). Gamification in education:Where we satnd in 2015?. E-LEARN 2015 - World Conference on E-Learning, Kona, Hawaii, October 19-22, 2015

Tuesday, August 25, 2015

Workshop @CHI PLAY 2015

http://chiplay.org/

Submission Deadline: 01.09.2015

Topics:
  • Theoretical explorations of the differences and communalities of the notions personalization, customization, adaptation and tailoring.
  • Contributions exploring factors for personalization, e.g. personality, cognitive abilities, gender, persuadability, player types, gamification user types, different states, customization of game input/output devices, preferences in regard to the game interface, game preferences as well as contextual and situational variables.
  • Studies showing the effect of personalization, especially on several relevant dependent variables, e.g. holistic player/user experience, emotional and cognitive appeal, usage frequency and cultural background.
  • The development and validation of new and improved models for personalization e.g. advanced player/gamification user type models.
  • Contributions exploring design practices, guidelines and challenges as well as procedures and patterns, around personalization of serious games and gamified systems.
  • (Industrial) case studies and (commercial) examples of personalized serious and persuasive games and gamified systems (benefits, risks, practical impact).
  • Success stories and stories of failure with regard to personalization of serious and persuasive games and gamified systems. Limitations and requirements of personalization.
  • Studies on the return of investment and costs-benefits analyses of personalization in serious and persuasive games and gamified interactions.
  • Other market- and industry relevant considerations of personalized serious games and gamified systems as well as new business models and opportunities for personalization (e.g. personalization as premium feature).

Monday, August 03, 2015

An Experiment to Assess Students’ Engagement in a Gamified Social Learning Environment

New paper published in issue 43 of eLearningPapers - Applied Games and Gamification – Drivers for Change:


An Experiment to Assess Students’ Engagement in a Gamified Social Learning Environment 

This paper presents a research work conducted to address students’ disengagement by investigating if gamification can make a contribution to solving this problem. The disposition to experience flow, a psychological state, was used as a measurement of engagement. An experiment allowed testing a research hypothesis concerning flow in a gamified environment.

co-authored with Sérgio Mateus, Rebeca Redondo a Ana Vilas.

The overall purpose of the experiment was to test the hypothesis that a gamified version of a Social Learning Environment (SLE) causes in its users an increase in their disposition to experience flow (see this other post) than the non-gamified version. The disposition to experience flow was assessed by using a questionnaire based on the Portuguese version of the DFS-2.

The experiment tested a group of subjects (a class of 3rd grade students) before and after the treatment (using the gamified version of the SLE). A pre-test, using the DFS-2, indicated how the subjects did prior to administration of the treatment condition and a post-test evaluated the subjects after the treatment. The effect was taken as the difference between the pre-test and the post-test scores.

Although small, an increase in the students’ tendency to experience flow was observed, particularly in the flow dimensions related to flow outcomes.

Issue 43 of eLearning Papers has two other gamification papers:

To Game or not to Game – a pilot study on the use of gamification for team allocation in entrepreneurship education 

and

What really works in gamification? Short answer: we don’t know, so let’s start thinking like experimenters