RT info:eu-repo/semantics/conferenceObject T1 Smart gamification: Exploring the application of gamification in smart learning environments T2 EC-TEL 2021 A1 Ortega Arranz, Alejandro A1 Gómez Sánchez, Eduardo A1 Bote Lorenzo, Miguel Luis A1 Serrano Iglesias, Sergio A1 Asensio Pérez, Juan Ignacio A1 Martínez Monés, Alejandra K1 Gamification K1 Gamificación K1 Smart learning K1 Aprendizaje inteligente K1 Learning analytics K1 Analítica de aprendizaje K1 GamiTool AB Smart Learning Environments are conceived as environments able to understand the student needs andcontext, and to propose adapted informal learning activities that might involve physical and virtualelements. However, SLEs can potentially fail in engaging students to perform such generated tasks as theyare not part of the learning design and they might not be assessed by the teacher. Therefore, consideringthe positive effects observed in other educational environments, gamification is proposed to increasethe student engagement and participation in such informal activities. Nevertheless, the gamification ofactivities that are not part of the learning design and which are generated on-the-fly becomes a difficulttask as the gamification design needs to be created on the run without the intervention of the teacher. Tomake this process meaningful, the cornerstone is the adequate use of Learning Analytics and LearningDesign information. This work-in-progress paper introduces a technological architecture supportingthis type of gamification, and Smart GamiTool, a prototype of a smart learning environment supportingthe orchestration and enactment of smart gamification. PB CEUR Workshop Proceedings YR 2021 FD 2021 LK https://uvadoc.uva.es/handle/10324/49292 UL https://uvadoc.uva.es/handle/10324/49292 LA eng NO 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 NO Producción Científica DS UVaDOC RD 26-abr-2024