Can Moodle be used for structural gamification?
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|Title:||Can Moodle be used for structural gamification?|
|Authors:||Pastor Pina, Herminia | Satorre Cuerda, Rosana | Molina-Carmona, Rafael | Gallego-Durán, Francisco J. | Llorens Largo, Faraón|
|Research Group/s:||Informática Industrial e Inteligencia Artificial|
|Center, Department or Service:||Universidad de Alicante. Departamento de Ciencia de la Computación e Inteligencia Artificial|
|Keywords:||Instructional theory | Task based instruction | Learning platforms | Gamification|
|Knowledge Area:||Ciencia de la Computación e Inteligencia Artificial|
|Publisher:||International Association of Technology, Education and Development (IATED)|
|Citation:||INTED2015: Proceedings of the 9th International Technology, Education and Development Conference : 2nd-4th March 2015, Madrid. ISBN 978-84-606-5763-7, pp. 1014-1021|
|Abstract:||The use of the information technologies is nowadays more and more common in the learning-teaching process. As a consequence, the research on instructional design has been reactivated paying special attention to its adaptation to this new digital world. Task based instruction has proved to be effective for customized systems and student-centred learning. In these models, the motivation and the active role of students are definitely the key. In fact, this is one of the main challenges in education and, in particular, in online education. Precisely, motivation, progressiveness and instant feedback are the pillars of gamification. This fact makes gamification a promising research line in education. Gamification can be approached in two different ways: structural and content gamification. Besides, we have access to the appropriate technology that can make these pedagogical theories come true, creating real technological learning environments. Despite being conscious of the inconveniences they still have, teaching platforms are widely used in the educational world nowadays. In this paper, Moodle has been analysed in order to study its suitability to implement structurally gamified teaching proposals. It has been identified what can be done with the existing tools and what new functionalities could be added for a successful approach to gamification, taking into account that the main aim is to maximize learning.|
|Appears in Collections:||INV - i3a - Comunicaciones a Congresos, Conferencias, etc.|
INV - Smart Learning - Comunicaciones a Congresos, Conferencias, etc.
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