PLMan: Towards a gamified learning system

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Abstract

Gamification is set to be a disruptive innovation in the field of education in the next years, as a way to encourage learning, since when the fun impregnates the learning process, motivation increases and stress is reduced. However, most experiences in learning gamification just remain on the surface, just offering a layer of standardized game elements such as badges, leader boards and medals. Instead, a deeper transformation of the learning process is needed, making up a true process reengineering. As a practical example, PLMan learning system is presented, an attempt to redefine the learning process in the context of a particular subject. It is based on a unique and simple type of problem: solving mazes of the PLMan game, an adaptation of the famous Pac-Man game. The maze, as the building block of our learning strategy, has a set of properties that allows us to introduce all the features of games in the learning process. From this experience some important lessons about the gamification of the teaching-learning process can be obtained: the importance of fun as a consequence of learning, the need of having an immediate feedback of our actions, the trial and error possibility as a major source of learning and progress, the relevance of experimentation and creativity as a means to develop the learners skills and the importance of autonomy to give the learners the control of their learning process. All these features are propellants for learning and a way to improve the motivation of learners.

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Villagrá-Arnedo, C., Gallego-Durán, F. J., Molina-Carmona, R., & Llorens-Largo, F. (2016). PLMan: Towards a gamified learning system. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9753, pp. 82–93). Springer Verlag. https://doi.org/10.1007/978-3-319-39483-1_8

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