Showing posts with label Computers in Human Behavior. Show all posts
Showing posts with label Computers in Human Behavior. Show all posts

Thursday, February 20, 2014

Computers in Human Behavior - Special Issue on Gamification: Call for Submissions

Call for submissions to Computers in Human Behavior - Special Issue on Gamification: Gameful Design, Research, and Applications.


Following the conference on Gamification 2013: Gameful Design, Research, and Applications (see the conference videos here), the conference organizers and editors of this special issue invite researchers to submit contributions on all aspects of gamification to this special issue of Computers in Human Behavior. See this other post, with a link to the Proceedings of Gamification 2013.

Gamification uses game design to make a system that primarily supports non-game tasks more fun, engaging, and motivating. We invite a wide variety of high-quality research papers into our special issue. We seek to understand the research necessary for increasingly effective implementation of,gamification in business, health, education andmentertainment. We welcome substantial research studies of gamification successes and failures, unanswered questions about gamification, gamification metrics and processes, methods of gamification commercialization and more.

This special issue aims gamification researchers interested in - but not limited to - the following fields:
  • Game Design
  • Human-Computer Interaction
  • Psychology
  • Computer Science and Informatics
  • Game Studies
  • Education
  • User Experience and Interaction Design
  • Social Sciences and Humanities (e.g., digital humanities,
    communication research, sociology)

Special Issue Editors:
  • Lennart Nacke, University of Ontario Institute of Technology
  • Sebastian Deterding, Rochester Institute of Technology
  • Kevin Harrigan, University of Waterloo
  • Neil Randall, University of Waterloo

Important dates:
  • May 30, 2014: Submission deadline
  • August 30, 2014: Notification back to authors
  • April, 2015: Planned date of publication


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 ...

Wednesday, July 11, 2012

Paper in "Computers in Human Behavior"

Artigo publicado na revista Computers in Human Behavior em co-autoria com Rebeca Redondo e Ana Vilas da Universidade de Vigo:

Article title: A Social Gamification Framework for a K-6 Learning Platform
Reference: CHB1881
Journal title: Computers in Human Behavior
Corresponding author: Dr. Rebeca Díaz Redondo
First author: Dr. Jorge Simoes
Online publication complete: 5-JUL-2012
DOI information: 10.1016/j.chb.2012.06.007
Impact Factor: 2,293



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 progress will try to find how to apply social gamification in education, testing and validating the results of that application. To fulfil 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.

Versão estendida do artigo publicado na Tech Education 2012 (ver este post).