Can Moodle be used for structural gamification?

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Título: Can Moodle be used for structural gamification?
Autor/es: Pastor Pina, Herminia | Satorre Cuerda, Rosana | Molina-Carmona, Rafael | Gallego-Durán, Francisco J. | Llorens Largo, Faraón
Grupo/s de investigación o GITE: Informática Industrial e Inteligencia Artificial
Centro, Departamento o Servicio: Universidad de Alicante. Departamento de Ciencia de la Computación e Inteligencia Artificial
Palabras clave: Instructional theory | Task based instruction | Learning platforms | Gamification
Área/s de conocimiento: Ciencia de la Computación e Inteligencia Artificial
Fecha de publicación: 2015
Editor: International Association of Technology, Education and Development (IATED)
Cita bibliográfica: 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
Resumen: 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.
URI: http://hdl.handle.net/10045/45848
ISBN: 978-84-606-5763-7
Idioma: eng
Tipo: info:eu-repo/semantics/conferenceObject
Derechos: © IATED
Revisión científica: si
Versión del editor: http://library.iated.org/publications/INTED2015
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