Abstract
Designing gamification is not a trivial task since it needs to consider a lot of analysis based on the target audience, specially in educational contexts. In this chapter, we present a way to tackle this problem by using participatory design to plan gamified interventions in educational systems through two cases studies. In the first, we present the gamification of social recommendations in a open resource repository and how the gamification tailored by the users' opinions improved their interactions within the system. In the second case study, we present a process to design a gamified task within a learning system, focused in a software engineering perspective. In both cases, the interactions between the gamification desigers and other actors were essential to fulfill the objectives that were stablished.
| Original language | English |
|---|---|
| Title of host publication | Gamification Design for Educational Contexts |
| Subtitle of host publication | Theoretical and Practical Contributions |
| Pages | 85-96 |
| Number of pages | 12 |
| ISBN (Electronic) | 9783031319495 |
| DOIs | |
| State | Published - 5 Sep 2023 |
ASJC Scopus subject areas
- General Computer Science
- General Social Sciences
Fingerprint
Dive into the research topics of 'Using participatory design to design gamified interventions in educational environments'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver