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Using participatory design to design gamified interventions in educational environments

  • Armando Toda
  • , Elad Yacobson
  • , Giora Alexandron
  • , Paula T. Palomino
  • , Mauricio Souza
  • , Elian Santos
  • , Alinne Corrêa
  • , Rodrigo Lisboa
  • , Thiago Damasceno Cordeiro
  • , Alexandra I. Cristea

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

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 languageEnglish
Title of host publicationGamification Design for Educational Contexts
Subtitle of host publicationTheoretical and Practical Contributions
Pages85-96
Number of pages12
ISBN (Electronic)9783031319495
DOIs
StatePublished - 5 Sep 2023

ASJC Scopus subject areas

  • General Computer Science
  • General Social Sciences

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