1 / 1

Fernando Roberto Hebeler Andrade Seiji Isotani Grupo de Computação Aplicada a Educação - CAED

Gamified ITS: Research of an ITS architecture using gamification as engagement and motivational controller. Additional Information. Main Information. Fernando Roberto Hebeler Andrade Seiji Isotani Grupo de Computação Aplicada a Educação - CAED University of São Paulo / São Carlos

orsen
Télécharger la présentation

Fernando Roberto Hebeler Andrade Seiji Isotani Grupo de Computação Aplicada a Educação - CAED

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Gamified ITS: Research of an ITS architecture using gamification as engagement and motivational controller AdditionalInformation MainInformation Fernando Roberto Hebeler Andrade Seiji Isotani Grupo de Computação Aplicada a Educação - CAED University of São Paulo / São Carlos Fernando.heb@icmc.usp.br Internship: United States (2015) Scholarship: CAPES Registration Date: 03/15/2013 Limit Date: 11/15/2017 Abstract • What is the best way to gamify ITS’s minimizing bad behaviors. • How to use ontologies to integrate gamification, learning theories and the ITS architecture. • Intelligent Tutoring Systems (ITS) demonstrate a large potential to improve teaching and learning experience. However, as other virtual learning environments (VLE), the ITS have facing problems like the externalization of bad behaviors. • Gamification is an approach still less explored in education and could help to minimize undesirable attitudes. Context Research Issue s • Understand the best way to gamify VLE’s. • Develop bases to better use gamification in ITS’s. Goals Methodology ITS architecture Domain Model Interface Model • Develop a gamification ontology to semantic ITS’s. • Experiments with high school students. • Data analysis for patternsidentification. Gamication Ontology User Profile Tutor Model Partial Results Future Steps • Study how to ally game techniques and learning theories in an ITS. • Conduce a systematic mapping for ITS using game techniques. • Adjust the ITS MeuTutor to start the experiments. • We conducted a systematic mapping to identify the existence of gamification ontologies and verified that there was none. • Starting the OntoGaCLeS. Limitations • Ethnographic influences • Software interface influences • Students background Publications ANDRADE, F. R. H. et al. Desafio do Uso de Gamificação em Sistemas Tutores Inteligentes Baseados em Web SemânticaXXXIII Congresso da Sociedade Brasieleira de Computação. Anais...2013 November 18 - 22, 2013 | São Carlos – SP.

More Related