{"title":"A gamification requirements catalog for educational software: results from a systematic literature review and a survey with experts","authors":"M. Peixoto, Carla Schuenemann","doi":"10.1145/3019612.3019752","DOIUrl":null,"url":null,"abstract":"Gamification is an emerging phenomenon for using in educational software in order to engage, motivate and improve the performance of students inside the learning context. However, despite its importance, the identification of significant gamification requirements for educational software is not trivial and a consensus of such requirements has not been reached. Motivated by this situation, the objective of this paper is to present a gamification requirements catalog for educational software. The requirements were identified from a systematic literature review, subsequently prioritized and validated through a survey conducted with 64 experts in the field. The results suggest that the requirements of the catalog are important to be applied in educational software.","PeriodicalId":20728,"journal":{"name":"Proceedings of the Symposium on Applied Computing","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2017-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"18","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Symposium on Applied Computing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3019612.3019752","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 18
Abstract
Gamification is an emerging phenomenon for using in educational software in order to engage, motivate and improve the performance of students inside the learning context. However, despite its importance, the identification of significant gamification requirements for educational software is not trivial and a consensus of such requirements has not been reached. Motivated by this situation, the objective of this paper is to present a gamification requirements catalog for educational software. The requirements were identified from a systematic literature review, subsequently prioritized and validated through a survey conducted with 64 experts in the field. The results suggest that the requirements of the catalog are important to be applied in educational software.