From Games Played by Secondary Students to a Gamification Framework
PROCEEDINGS
Ana A. Carvalho, University of Coimbra, Portugal ; Nelson Zagalo, University of Minho, Portugal ; Ines Araujo, University of Coimbra, Portugal
Society for Information Technology & Teacher Education International Conference, in Las Vegas, NV, United States ISBN 978-1-939797-13-1 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Abstract
Playing video games is attractive for most students. Most of them have mobile devices and play mobile games anywhere and anytime. In this paper we report the most played digital games by Portuguese students from grades 10 to 12. A survey was conducted in Portugal (n=697) in 2013. The diversity of games played is huge, and there are differences in gender preferences and game habits. We analyzed the students' preferred games according to Gee’s (2003) learning principles and to game elements. Based on this data we propose a gamification framework to create gamified activities for Secondary School students.
Citation
Carvalho, A.A., Zagalo, N. & Araujo, I. (2015). From Games Played by Secondary Students to a Gamification Framework. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 737-744). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE). Retrieved August 14, 2024 from https://www.learntechlib.org/primary/p/150080/.
© 2015 Association for the Advancement of Computing in Education (AACE)
Keywords
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Slides
- Presenta_SITE2015.ppt (Access with Subscription)