Gamification in e-learning systems: A conceptual model to engage students and its application in an adaptive e-learning system

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Abstract

This paper presents a conceptual model to the gamification process of e-learning environments. This model aims to help identify which elements are involved in the gamification process. To understand which game elements is commonly used by e-learning systems, we analyzed ten different gamified e-learning systems. As a proof of concept, our conceptual model was used in a existing adaptive e-learning system. As future work, we propose to extend the conceptual model, focusing on making it adapted to the students profile and preferences.

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Klock, A. C. T., da Cunha, L. F., de Carvalho, M. F., Rosa, B. E., Anton, A. J., & Gasparini, I. (2015). Gamification in e-learning systems: A conceptual model to engage students and its application in an adaptive e-learning system. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9192, pp. 595–607). Springer Verlag. https://doi.org/10.1007/978-3-319-20609-7_56

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