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!






Monday, June 24, 2013

Horizon Report 2013 K12 Edition




As tecnologias em destaque são as seguintes:

Time-to-Adoption Horizon: One Year or Less
  • Cloud Computing
  • Mobile Learning
Time-to-Adoption Horizon: Two to Three Years

  • Learning Analytics
  • Open Content
Time-to-Adoption Horizon: Four to Five Years
  • 3D Printing
  • Virtual and Remote Laboratories
Learning Analytics foi já abordada aqui neste post e é também mencionada na Higher Education Edition. 3D Printing aparece também em ambos os relatórios.

Friday, June 07, 2013

CISTI'2013: Final Program

CISTI'2013 (8th Iberian Conference on Information Systems and Technologies), to be held between the 19th and 22th of June 2013, in Lisbon, Portugal. The final programa is available.


The program includes a workshop on Serious Games: SGaMePlay 2013 - Third Iberian Workshop on Serious Games and Meaningful Play. Under the theme Information Technologies in Education, there are some potential interesting papers on gamification, game-based learning and motivation:

- Immersive Learning: Metaversos e Games na Educação, Eliane Schlemmer, 
Unisinos, 
Brazil and Fernando Marson, 
Unisinos, 
Brazil

Abstract: 
O artigo, a partir de uma reflexão sobre a Cultura Digital e novo sujeito da aprendizagem, apresenta e discute o uso de Metaversos e Jogos Digitais na Educação, envolvendo conceitos como: estado de flow, experimentação e significação para problematizar a questão da aprendizagem. Nesse contexto, propõe o Immersive Learning – i-Learning, por meio do desenvolvimento de Experiências de Realidade Virtual e Experiências de Virtualidade Real, como uma das possibilidades educacionais que pode ser propiciada para os novos sujeitos da aprendizagem, que fazem parte da Cultura Digital.


- What’s in it for me? Enlightening motivation within a social network decision-making, Francisco Antunes, 
INESC Coimbra - Universidade da Beira Interior
 Portugal and João Paulo Costa, 
INESC Coimbra - Faculdade de Economia da Universidade de Coimbra
, Portugal

Abstract:
 This paper addresses the motivations by which people engage in social networking, according to the existing literature. Understanding these motivations allows firms to set processes to explore them, in order to establish and develop a decision support social network, supported by social network sites. Participating in social networks draws upon the interaction of intrinsic and extrinsic factors. On one hand, intrinsic factors refer to motivation embedded in the action itself (comes within the individual), rather than from external rewards such as money or recognition. On the other hand, extrinsic factors refer to the motivation coming outside the individual. Considering that solutions to problems are expected within a decision support social network, some potential problems are identified and addressed.


- Gamification for Productive Interaction. Reading and Working with the Gamification Debate in Education, Razvan Rughinis
 University Politehnica of Bucharest 
Romania

Abstract:
 We examine the gamification debate of recent years and we propose an alternative, heuristic definition for gamification in learning situations. After considering several critiques of the gamification concept, we privilege in our definition 'interaction' over 'motivation', 'simple gameplay' over 'game mechanics', and we highlight the diverse and changing behaviors of user/players. We re-define gamification in learning contexts as 'simple gameplay to support productive interaction for expected types of learners and instructors'. We argue that this definition offers a lowest common denominator to inform gamification in education.


The abstract of the first one has a reference to the state of flow (is it the flow theory of Csikszentmihalyi?).  

The second papers deals with motivation in social networks. Does the approach involves any gamification features?

The third abstract includes a new definition for gamification in learning contexts: simple gameplay to support productive interaction for expected types of learners and instructors. It will be interesting to read the full paper.

Thursday, June 06, 2013

III Colóquio Luso-Brasileiro de Educação a Distância e Elearning

Colóquio a realizar em Lisboa, Portugal, em 6 e 7 de dezembro - III Colóquio Luso-Brasileiro de Educação a Distância e Elearning.


O III Colóquio Luso-Brasileiro de Educação a Distância e Elearning tem como objetivo central promover a aproximação e colaboração entre o Brasil e Portugal, designadamente entre as suas universidades e centros de investigação, sob a égide de um interesse comum, a Educação a Distância.
Pretende-se promover a reflexão e o intercâmbio de práticas e experiências sobre Educação a Distância, Elearning e Educação Online; partilhar conhecimento e desenvolvimento tecnológico e promover parcerias de investigação e de colaboração docente entre universidades portuguesas e brasileiras.

Destacam-se as linhas temáticas consideradas para a apresentação de trabalhos:

1.     EaD e Políticas educativas
2.     Boas Práticas em Educação Online
3.     Modelos e Processos Pedagógicos em Educação online
4.     Web 2.0 e tecnologias emergentes
5.     Pedagogias emergentes (PLEs, MOOCs, REAs, …)
6.     Realidade Virtual em EaD
7.     Jogos e gamification em EaD
8.     Mobile Learning
9.     EaD e Inclusão Digital
10.  Avaliação em contextos online

É de realçar que uma das linhas temáticas é "Jogos e gamification em EaD" o que demonstra o destaque que este tema tem vindo a merecer na área da educação em geral e na área da EaD em particular. Outras linhas temáticas são a Realidade Virtual e o Mobile Learning, ambas também já abordadas neste blogue (ver, por exemplo, o post Mobile Learning e o post Mundos Virtuais, Realidade Aumentada e Virtualidade Aumentada).

Datas Importantes para o Colóquio:
  • Submissão das propostas: 30 de junho
  • Informação sobre a aprovação das propostas: 31 de agosto
  • Envio de textos finais para publicação: 26 de setembro
  • Registo e confirmação da presença dos autores: 30 de setembro

Monday, June 03, 2013

Colloquium on Critical Perspectives on Gamification Within a Context of Business Studies

Anúncio de um colóquio sobre perspetivas críticas na aplicação de gamification no contexto de estudos empresariais (a tradução pode ser discutível).

Este anúncio chegou por mail através de Sebastian Deterding da Gamification Research Network. Não são conhecidos mais pormenores sobre o evento nem parece existir ainda um website de suporte.
Para além do anúncio, vale a pena ler o resumo que é feito sobre a origem e evolução do conceito de gamification como pontos de partida para as perspetivas críticas pretendidas quando ao seu futuro. Os organizadores do colóquio aparentam integrar a corrente dos investigadores sobre o tema da gamification que são oriundos da área do marketing.

Eis o anúncio, tal como chegou:

The theme for this colloquium is critical perspectives on gamification within a context of business studies. It is arranged by Peter Zackariasson, Mikolaj Dymek and Johan Hagberg, and is hosted by University of Gothenburg, School of Business, Economics and Law at the 22nd of November, 2013.

Purportedly coined already as early as 2002 by game developer Nick Pelling, the notion of “gamification” has only gained attention during the last couple of years. Without a paradigmatic definition, a common and tentative viewpoint is that gamification involves the use of game mechanics in “non-game” contexts. Although lacking in stringency this perspective has spawned a global gamification frenzy. A Google Trends query indicates a dramatic surge in popularity at the end of 2010, and interest continues its growth to this date. In 2011 it was termed the hottest digital trend at the immensely influential SXSW festival. Exceptionally popular presentations at the prominent TED Conferences by gamificiation gurus such as Gabe Zichermann, Jane McGonigal, Tom Chatfield and others, have inspired a plethora of software applications, services, campaigns, products and communication strategies that all claim to be part of the gamification movement. These gamification applications have been implemented in an impressing range of fields ranging from weight loss, education, journalism, loyalty programmes through marketing campaigns, exercising, language learning to social networks and corporate intranets. More specifically within a business context efforts have been made within marketing, project management, education, internal communication, health care and human resource management.

The gamification trend has primarily been picked up by the IT industry – often entrepreneurial Internet startups predominantly outside the sphere of the traditional video game industry. A trailblazer in this context has been the immensely successful case of Foursquare – a location-based social network for smartphone users. Using game mechanics Foursquare has during less than four years motivated over 30 million users to “check in” in millions of places around the world. This gamification implementation has generated one of the world’s most comprehensive, and most updated, local commerce directory. Unlike other local services (Yelp, Google Local, Qype, etc.) ratings and recommendations are not based on anonymous voting scores (which can easily be manipulated), but on real check ins, i.e. consumer movements verified by GPS functionality and Foursquare app. However, lately Foursquare has been heavily criticised in media for not generating revenues, floundering popularity and that its business model does not offer easy “monetisation” as advertisements and paid listings would corrupt the neutrality of Foursquare’s recommendations.

As the Foursquare service is being developed into a less gamified interface, critical voices are being raised that this vindicates the end of the entire gamification trend. A trend that was more about hyperbole, gamification gurus and catchy slogans, than it was about expanding the realm of the game medium. Critics have accused gamification implementations to be superficial and excessively uniform based on points, badges and leaderboards, so-called “badgification”. Not only is the gamification concept being questioned by (IT) industry professionals, but game developers and game theorists are heavily criticising the notion as well. Large parts of the (hardcore) gamer community have never really embraced the gamification trend since it indirectly posits game development outside of their domain (“non-game” contexts).

Foursquare, the poster child of the gamification trend, is at a crossroads. We will use this turning point as a stepping stone for focusing a well-deserved critical perspective on the gamification trend, and particularly applications within a business studies context. Multiple issues are being raised about both practical and theoretical value of gamification in studies of consumers, markets, organizations, or other areas in business studies. 

We invite theoretical as well as practical papers, within a business context, on the following topics:
  • 
Can gamification be stringently defined, separated analytically from “conventional” approaches in business studies?
  • What are the theoretical perspectives, from games studies/new media/digital literature studies, on the gamification trend - and how does this influence business studies?
  • How do we critically analyse the claims of the gamification acolytes and their numerous easy-digestible “airport” business publications ?

  • Critical and empirical analysis of successful, or unsuccessful, cases of gamification in business settings such as marketing, project management, education, internal communication, health care and human resource management

  • Empirical accounts of gamification production

  • How can the business use of gamification be evaluated?
  • Can gamification be analysed using established frameworks within economics such as game theory, behavioural economics, management control systems and others that analyse economic behaviour using notions of rules, rewards and evaluations?

  • How does gamification relate to management/organisation theory?

  • What are the (business) ethical consequences of gamifying employee or customer activity?
  • 
In other words: what is the future of gamification in a business setting?
     
Submit an extended abstract (1000 words), plus a short bio to Peter Zackariasson (peter.zackariasson@handels.gu.se). Deadline for the abstract is August 31.

Friday, May 31, 2013

Webinar: Using Educational Games & Gamification

Motivation, clear objectives, critical thinking about consequences, and instant and abundant feedback are all elements of the best learning experiences. These are also elements of the best games. There is momentum behind games in education, including a large number of teachers who are using games like Minecraft and Civilizaton or gamifying their classroom to teach core concepts and develop 21st century skills.

Visit http://bit.ly/13ZoI60 to access the recording of the May 20 webinar.



Some important issues to mention:
  • games: games are fun and include story, character, goal, obstacules, feedback, levels.
  • game mechanics vs learning principles.
  • multiple intelligences.
  • flow theory.
  • video with interventions from James Gee and Clark Aldrich, among others.
  • types of games: simple games, simulated environments and adventure worlds (benefits, limitations of each).
  • gamification as the concept of applying game-design thinking to non-game applications to make them more fun and engaging.

An interesting quote:

The worst thing kids can say about a homework is that it's too hard. The worst thing they can say about a game is that it's too easy (Dr. Henry Jenkins).


In short, the presentation is interesting but adds nothing really new.

PLE Conference 2013: Draft Program

Já está disponível o programa preliminar para The PLE Conference 2013 - Personal Learning Environments: Learning and Diversity in the Cities of the Future (10 – 12 July 2013, Berlin, Germany &  Melbourne, Australia).

Uma das sessões tem como tema "PLE e Gamification" com uma contribuição (paper #58) em co-autoria com Ana Vilas e Rebeca Redondo, da Universidade de Vigo  e Ademar Aguiar da Universidade do Porto.


Friday, May 24, 2013

GALA 2013: Call for Papers

The Games and Learning Alliance Conference (GALA 2013) is an international conference dedicated to the science and application of serious games.



The conference aims at bringing together researchers, developers, practitioners and stakeholders. The goal is to share the state of the art of research and market, analysing the most significant trends and discussing visions on the future of serious games.

The conference also includes an exhibition, where developers can showcase their latest products.

The Serious Games Society is building a scientific community at international level for shaping future research in the field. This community represents a significant blend of industrial and academic professionals committed to the study, development and deployment of serious games as really useful and effective tools to support better teaching, learning, training and assessment.

Important dates:
  • Papers (10 pages) submission: June 19 2013

  • Call for Workshops (4 pages) submission: May 31 2013
  • 
Call for Tutorials (4 pages) submission: June 19 2013