Information

Scope

Thanks to recent technological developments in several fields, the learning process can now be augmented in many different ways, achieving goals such as teaching personalization, efficient communication processes, better content management, among others. While these developments are relevant in any form of learning, they are much more so in Blended or Distance Learning. In these forms of learning, in which Student are often physically apart from the Professor, maintaining adequate levels of engagement and motivation in Students is a major challenge. The use of technologies that are interactive, appealing, and provide a sense of reward for learning tasks are thus paramount.

This is the main motivation for this workshop. Specifically, it focuses on the use of technologies, approaches or methodologies that fall under the Gamification umbrella. Gamification can be briefly defined as the use of game elements in an otherwise nongame environment. In education, game elements the use of gamification can include simple aspects such as a change in language or assignments, to the implementation of competitions, rewards, leaderboards, or the use of actual games to implement and test the learned concepts. Using these approaches, gamification has been shown to improve student engagement, motivation and overall satisfaction with the learning process.

This workshop thus aims to be a multi-disciplinary forum for practitioners from several fields including Education, ICT, Artificial Intelligence or Psychology to discuss novel approaches, methodologies or technologies in which game concepts are used with the purpose of improving the learning process.


Topics

The topics include, among others:

  • Gamification in the classroom
  • Gamification in distance learning
  • Use of digital/physical games in the grading process
  • Innovative game elements
  • Serious games
  • Gamification in STEAM
  • Collaborative tools in education
  • Storytelling in teaching/learning
  • Gamification and student motivation
  • Psychology and Human factors
  • Gamification design principles
  • Gamification frameworks
  • Practical use cases of gamification in education
  • Legal aspects of using gamification in education

Committee

Organizing Committee

  • Davide Carneiro, CIICESI, ESTG, Polytechnic of Porto (Portugal)
  • Mariana Reimão Carvalho, ESTG, Polytechnic of Porto (Portugal)
  • Rui Silva, CETRAD, Universidade de Trás-os-Montes e Alto Douro (UTAD) (Portugal)


Program Committee

  • Carla Sofia Gonçalves Pereira, INESC TEC - Instituto de Engenharia de Sistemas e Computadores, Tecnologia e Ciência (Portugal)
  • José Carlos Castillo, Universidad Carlos III de Madrid (Spain)
  • Ricardo Jorge da Silva Santos, CIICESI - Centro de Inovação e Investigação em Ciências Empresariais e Sistemas de Informação (Portugal)
  • Instituto Politécnico do Porto, Escola Superior de Tecnologia e Gestão (Portugal)
  • Fábio Silva, CIICESI, Instituto Politécnico do Porto (Portugal)
  • Marco Gomes, CIICESI, Instituto Politécnico do Porto (Portugal)
  • Héctor Alaiz Moretón, Universidad de León (Spain)
  • Nelson Duarte, CIICESI, Instituto Politécnico do Porto (Portugal)
  • Teresa Barros, CIICESI, Instituto Politécnico do Porto (Portugal)
  • João Ricardo Ramos, CIICESI, Instituto Politécnico do Porto (Portugal)
  • Markus Schröder, German Research Center for Artificial Intelligence (Germany)

Contact

Davide Carneiro
CIICESI, ESTG, Polytechnic of Porto (Portugal)
dcarneiro@estg.ipp.pt

Mariana Reimão Carvalho
ESTG, Polytechnic of Porto (Portugal)
mrc@estg.ipp.pt

Rui Silva
CETRAD, Universidade de Trás-os-Montes e Alto Douro (UTAD) (Portugal)
ruisilva@utad.pt