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Can Ontologies Support the Gamification of Scripted Collaborative Learning Sessions?
In the field of Computer-Supported Collaborative Learning (CSCL), scripts orchestrate the collaborative learning (CL) process to achieve meaningful interactions among the students and so improve the learning outcomes. Nevertheless, the use of scripts may cause motivational problems over time. To dea...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7334152/ http://dx.doi.org/10.1007/978-3-030-52237-7_7 |
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author | Challco, Geiser Chalco Bittencourt, Ig Ibert Isotani, Seiji |
author_facet | Challco, Geiser Chalco Bittencourt, Ig Ibert Isotani, Seiji |
author_sort | Challco, Geiser Chalco |
collection | PubMed |
description | In the field of Computer-Supported Collaborative Learning (CSCL), scripts orchestrate the collaborative learning (CL) process to achieve meaningful interactions among the students and so improve the learning outcomes. Nevertheless, the use of scripts may cause motivational problems over time. To deal with this issue, we propose the gamification of scripted CL sessions through an ontology that encodes knowledge from game design practices and theories of motivation and human behavior. This knowledge may be used by intelligent theory-aware systems to avoid the one-size-fits-all approach, providing support for the personalization of gamification. In this paper, we reported the results obtained in an empirical study to validate our ontology-based gamification of scripted CL sessions. Findings from this study indicate that intrinsic motivation, perceived choice, and effort/importance of students were significantly better when our ontology was used to support the gamification. The learning outcomes were significantly better in scripted CL sessions gamified through our approach, with positive correlations to the intrinsic motivation and perceived choice. Based on these results, we can state that the use of ontologies provides adequate support to carry out well-thought-out gamification of scripted sessions. |
format | Online Article Text |
id | pubmed-7334152 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
record_format | MEDLINE/PubMed |
spelling | pubmed-73341522020-07-06 Can Ontologies Support the Gamification of Scripted Collaborative Learning Sessions? Challco, Geiser Chalco Bittencourt, Ig Ibert Isotani, Seiji Artificial Intelligence in Education Article In the field of Computer-Supported Collaborative Learning (CSCL), scripts orchestrate the collaborative learning (CL) process to achieve meaningful interactions among the students and so improve the learning outcomes. Nevertheless, the use of scripts may cause motivational problems over time. To deal with this issue, we propose the gamification of scripted CL sessions through an ontology that encodes knowledge from game design practices and theories of motivation and human behavior. This knowledge may be used by intelligent theory-aware systems to avoid the one-size-fits-all approach, providing support for the personalization of gamification. In this paper, we reported the results obtained in an empirical study to validate our ontology-based gamification of scripted CL sessions. Findings from this study indicate that intrinsic motivation, perceived choice, and effort/importance of students were significantly better when our ontology was used to support the gamification. The learning outcomes were significantly better in scripted CL sessions gamified through our approach, with positive correlations to the intrinsic motivation and perceived choice. Based on these results, we can state that the use of ontologies provides adequate support to carry out well-thought-out gamification of scripted sessions. 2020-06-09 /pmc/articles/PMC7334152/ http://dx.doi.org/10.1007/978-3-030-52237-7_7 Text en © Springer Nature Switzerland AG 2020 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic. |
spellingShingle | Article Challco, Geiser Chalco Bittencourt, Ig Ibert Isotani, Seiji Can Ontologies Support the Gamification of Scripted Collaborative Learning Sessions? |
title | Can Ontologies Support the Gamification of Scripted Collaborative Learning Sessions? |
title_full | Can Ontologies Support the Gamification of Scripted Collaborative Learning Sessions? |
title_fullStr | Can Ontologies Support the Gamification of Scripted Collaborative Learning Sessions? |
title_full_unstemmed | Can Ontologies Support the Gamification of Scripted Collaborative Learning Sessions? |
title_short | Can Ontologies Support the Gamification of Scripted Collaborative Learning Sessions? |
title_sort | can ontologies support the gamification of scripted collaborative learning sessions? |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7334152/ http://dx.doi.org/10.1007/978-3-030-52237-7_7 |
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