TY - GEN
T1 - Teaching and learning Modelling and Specification based on gamification
AU - Moreira, Fernando
AU - Ferreira, Maria Joao
AU - Escudero, David Fonseca
AU - Pereira, Carla Santos
AU - Durao, Natercia
N1 - Publisher Copyright:
© 2020 AISTI.
PY - 2020/6
Y1 - 2020/6
N2 - Video games are understood by society, particularly young people, and young adults, as a form of entertainment. However, given the transformation of society towards the digital, in recent years the games have crossed the barriers of entertainment, and have been used in more ambitious environments and purposes, especially in business and education. In this context, this practice is called gamification, being used at education and aims to make the teaching and learning more attractive and motivating. Gamification, as noted, has the principles of video games, i.e., leverage the elements of the games, which underpin its enormous success, to make learning more engaging, customizable and relevant. Its use in the teaching- learning process has been carried out in parallel with active methodologies, and in the use of learning management systems that include various elements of the game to be integrated into teaching, learning and evaluation activities. In this paper, the gamified programmatic contents idea is presented, and it specifies a level-based programmatic contents structure as well as other gamification elements used, such as points and different types of rewards, the progress bar, the leaderboard, content locking and trading. The gamified programmatic contents will be implemented on the Moodle platform.
AB - Video games are understood by society, particularly young people, and young adults, as a form of entertainment. However, given the transformation of society towards the digital, in recent years the games have crossed the barriers of entertainment, and have been used in more ambitious environments and purposes, especially in business and education. In this context, this practice is called gamification, being used at education and aims to make the teaching and learning more attractive and motivating. Gamification, as noted, has the principles of video games, i.e., leverage the elements of the games, which underpin its enormous success, to make learning more engaging, customizable and relevant. Its use in the teaching- learning process has been carried out in parallel with active methodologies, and in the use of learning management systems that include various elements of the game to be integrated into teaching, learning and evaluation activities. In this paper, the gamified programmatic contents idea is presented, and it specifies a level-based programmatic contents structure as well as other gamification elements used, such as points and different types of rewards, the progress bar, the leaderboard, content locking and trading. The gamified programmatic contents will be implemented on the Moodle platform.
KW - Modeling and Specification
KW - Requirement Engineering
KW - educational innovation
KW - gamification
KW - higher education
KW - learning
KW - students engagement
KW - students motivation
UR - http://www.scopus.com/inward/record.url?scp=85089027235&partnerID=8YFLogxK
U2 - 10.23919/CISTI49556.2020.9140829
DO - 10.23919/CISTI49556.2020.9140829
M3 - Conference contribution
AN - SCOPUS:85089027235
T3 - Iberian Conference on Information Systems and Technologies, CISTI
BT - Proceedings of CISTI 2020 - 15th Iberian Conference on Information Systems and Technologies
A2 - Rocha, Alvaro
A2 - Perez, Bernabe Escobar
A2 - Penalvo, Francisco Garcia
A2 - del Mar Miras, Maria
A2 - Goncalves, Ramiro
PB - IEEE Computer Society
T2 - 15th Iberian Conference on Information Systems and Technologies, CISTI 2020
Y2 - 24 June 2020 through 27 June 2020
ER -