Journal article
Open Access
1 Citations
BBC'22 - Book of Abstracts of the First International Conference - Building Bridges in STEAM Education in the 21st Century
Soares, Filomena
,
Lopes, Ana Paula
,
Pinto, Carla
,
Mendonça, Jorge
ISLA — Instituto Politécnico de Gestão e Tecnologia
2022
Published by: Porto Accounting and Business School & School of Engineering
DOI: 10.26537/20625
Handle: 10400.22/20625
Resume
Abstract
Gamification can be defined as the use of game design principles and mechanics in non-game contexts in order to make those contexts more inviting, encourage users to engage in desired behaviour, and optimize the overall experience and results [1]. Gamification has become a popular tool in several applications, including learning, since it provides a natural and attractive human experience. But learning is a complex and personalized process [2]. To succeed learning personalization, gamification should follow a player/user centred design. Moreover, gamification should identify the appropriate motivators of the target audience. To this result, the Self-determination Theory (SDT) is employed. SDT is concerned with the psychological needs behind motivation and the social conditions that foster these processes [3]. SDT identifies two distinct types of motivation: intrinsic and extrinsic. Intrinsic motivators include the following: acceptance, curiosity, autonomy, competence, skill development, order, social contact. Extrinsic motivators include the following: badges, points, positive feedback, status, grades, fame. In this context, PYTHAGORAS project aims (among others) at exploring gamification impact for online and hybrid mathematics education.
Bibliographic Details
Publication Type
Journal article
Publication Year
2022
Publisher
Porto Accounting and Business School & School of Engineering