An Ontology Framework to Apply Gamification in CSCL Scenarios as Persuasive Technology

G. Challco, R. Mizoguchi, Seiji Isotani
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引用次数: 5

Abstract

The use of Computer-Support Collaborative Learning (CSCL) scripts is an effective approach to support meaningful interactions and better learning. Unfortunately, in some situations, scripted collaboration decreases the motivation and engagement of students, which makes more difficult to use it over time. To deal with this problem, we propose to apply gamification as Persuasive Technology (PT) to induce the students to follow the scripts in the proper way without the sensation of obligation, avoiding in this way the motivation problems. To achieve this goal, it is necessary an exhaustive knowledge on gamification and its impact on Collaborative Learning (CL). Thus, we are developing an ontology to provide a formal systematization of the knowledge on gamification and its proper application in CL scenarios. In this paper, we focus in the formalization of basic concepts related to gamification as a PT in CL scenarios. Furthermore, to demonstrate the applicability of our approach, we present a case study, where we built and apply a personalized gamification model based on the ontological structures defined here.
游戏化作为说服技术在CSCL场景应用的本体框架
使用计算机支持协作学习(CSCL)脚本是支持有意义的互动和更好的学习的有效方法。不幸的是,在某些情况下,脚本化协作降低了学生的积极性和参与度,这使得随着时间的推移使用它变得更加困难。为了解决这一问题,我们建议将游戏化作为说服技术(PT)来引导学生在没有义务感的情况下以适当的方式遵循剧本,从而避免动机问题。为了实现这一目标,有必要全面了解游戏化及其对协作学习(CL)的影响。因此,我们正在开发一个本体,以提供游戏化知识的正式系统化及其在CL场景中的适当应用。在本文中,我们将重点放在与游戏化相关的基本概念的形式化上,作为CL场景中的PT。此外,为了证明我们的方法的适用性,我们提出了一个案例研究,在这个案例研究中,我们基于这里定义的本体论结构构建并应用了一个个性化的游戏化模型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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