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    Por favor, use este identificador para citar o enlazar este ítem:https://uvadoc.uva.es/handle/10324/49292

    Título
    Smart gamification: Exploring the application of gamification in smart learning environments
    Otros títulos
    EC-TEL 2021
    Autor
    Ortega Arranz, AlejandroAutoridad UVA
    Gómez Sánchez, EduardoAutoridad UVA Orcid
    Bote Lorenzo, Miguel LuisAutoridad UVA Orcid
    Serrano Iglesias, SergioAutoridad UVA
    Asensio Pérez, Juan IgnacioAutoridad UVA Orcid
    Martínez Monés, AlejandraAutoridad UVA
    Congreso
    European Conference on Technology Enhanced Learning, EC-TEL 2021 (16º. 2021. Bolzano, Italy)
    Año del Documento
    2021
    Editorial
    CEUR Workshop Proceedings
    Descripción
    Producción Científica
    Documento Fuente
    De Laet, Tinne; Klemke, Roland; Alario Hoyos, Carlos; Hilliger, Isabel; Ortega Arranz, Alejandro (eds.). 16th European Conference on Technology Enhanced Learning, EC-TEL 2021, Bolzano (Italy), 2021
    Resumen
    Smart Learning Environments are conceived as environments able to understand the student needs and context, and to propose adapted informal learning activities that might involve physical and virtual elements. However, SLEs can potentially fail in engaging students to perform such generated tasks as they are not part of the learning design and they might not be assessed by the teacher. Therefore, considering the positive effects observed in other educational environments, gamification is proposed to increase the student engagement and participation in such informal activities. Nevertheless, the gamification of activities that are not part of the learning design and which are generated on-the-fly becomes a difficult task as the gamification design needs to be created on the run without the intervention of the teacher. To make this process meaningful, the cornerstone is the adequate use of Learning Analytics and Learning Design information. This work-in-progress paper introduces a technological architecture supporting this type of gamification, and Smart GamiTool, a prototype of a smart learning environment supporting the orchestration and enactment of smart gamification.
    Palabras Clave
    Gamification
    Gamificación
    Smart learning
    Aprendizaje inteligente
    Learning analytics
    Analítica de aprendizaje
    GamiTool
    Patrocinador
    Agencia Estatal de Investigación - Fondo Europeo de Desarrollo Regional (projects TIN2017-85179-C3-2-R and PID2020-112584RB-C32
    Junta de Castilla y León - Fondo Europeo de Desarrollo Regional (project VA257P18)
    Version del Editor
    http://ceur-ws.org
    Propietario de los Derechos
    © 2021 by authors
    Idioma
    eng
    URI
    https://uvadoc.uva.es/handle/10324/49292
    Tipo de versión
    info:eu-repo/semantics/publishedVersion
    Derechos
    openAccess
    Aparece en las colecciones
    • GSIC - Comunicaciones a congresos, conferencias, etc. [16]
    Mostrar el registro completo del ítem
    Ficheros en el ítem
    Nombre:
    Smart-gamification.pdf
    Tamaño:
    1.528Mb
    Formato:
    Adobe PDF
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    Atribución 4.0 InternacionalLa licencia del ítem se describe como Atribución 4.0 Internacional

    Universidad de Valladolid

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