Towards a Persuasive Design Pattern for a Gamified M-Learning Environment
Ferial Khaddage, Deakin College, School of IT, Deakin University Melbourne Australia, Australia ; Christoph Lattemann, Jacobs University Management and Economics, Germany ; Helen Crompton, Darden College of Education Old Dominion University, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Washington, DC, United States Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA
New innovative technologies create opportunities for persuasive engagement. Persuasive technology is all about software, systems and applications designed to hook, reinforce, change and shape the attitudes of the learners without using coercion or deception. Persuasive design pattern if applied effectively and efficiently may influence learners’ attitudes towards the learning task, and may hook them to the specific learning activity offered via a gamified mobile application. In this paper the concept of persuasive design pattern in gamified m-learning platforms should be introduced to the scientific community. Persuasive design in a gamified mobile learning environment is described and persuasive set of design patterns appropriate to a gamified mobile environment is introduced. These persuasive design pattern are divided into three categories to suit to the appropriate learning environment.
Khaddage, F., Lattemann, C. & Crompton, H. (2016). Towards a Persuasive Design Pattern for a Gamified M-Learning Environment. In Proceedings of E-Learn: World Conference on E-Learning (pp. 1340-1349). Washington, DC, United States: Association for the Advancement of Computing in Education (AACE).
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