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dc.contributor.authorOrtega Arranz, Alejandro 
dc.contributor.authorGómez Sánchez, Eduardo 
dc.contributor.authorBote Lorenzo, Miguel Luis 
dc.contributor.authorSerrano Iglesias, Sergio 
dc.contributor.authorAsensio Pérez, Juan Ignacio 
dc.contributor.authorMartínez Monés, Alejandra 
dc.date.accessioned2021-10-22T09:19:15Z
dc.date.available2021-10-22T09:19:15Z
dc.date.issued2021
dc.identifier.citationDe 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), 2021es
dc.identifier.urihttps://uvadoc.uva.es/handle/10324/49292
dc.descriptionProducción Científicaes
dc.description.abstractSmart 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.es
dc.format.mimetypeapplication/pdfes
dc.language.isoenges
dc.publisherCEUR Workshop Proceedingses
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subject.classificationGamificationes
dc.subject.classificationGamificaciónes
dc.subject.classificationSmart learninges
dc.subject.classificationAprendizaje inteligentees
dc.subject.classificationLearning analyticses
dc.subject.classificationAnalítica de aprendizajees
dc.subject.classificationGamiTooles
dc.titleSmart gamification: Exploring the application of gamification in smart learning environmentses
dc.title.alternativeEC-TEL 2021es
dc.typeinfo:eu-repo/semantics/conferenceObjectes
dc.rights.holder© 2021 by authorses
dc.relation.publisherversionhttp://ceur-ws.orges
dc.title.eventEuropean Conference on Technology Enhanced Learning, EC-TEL 2021 (16º. 2021. Bolzano, Italy)es
dc.description.projectAgencia Estatal de Investigación - Fondo Europeo de Desarrollo Regional (projects TIN2017-85179-C3-2-R and PID2020-112584RB-C32es
dc.description.projectJunta de Castilla y León - Fondo Europeo de Desarrollo Regional (project VA257P18)es
dc.rightsAtribución 4.0 Internacional*
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones


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