Since the last decade, the concept of gamification has spread to many disciplines (marketing, business, human resources), and much attention has been placed in the educational context. Gamification favours the emergence and consolidation of active interest and increases the student's teaching quality, learning, and training thanks to the introduction of playful aspects and dynamics. However, the emerging literature has highlighted the need to deepen empirical research on the efficiency of gamification assessment tools in education.It is a widespread opinion among scholars that gamification brings more excellent benefits than standard lessons, but this assertion has not been tested and confirmed in practice.Precisely for this reason, this project aims to revise the literature to understand at a general level the functioning of gamification and its types and some successful cases. Subsequently, the tools used so far to test the effectiveness of this method in the institutional context are explored.The revision of the literature follows the development of a project aimed at monitoring and measuring the student's actual level of satisfaction, involvement, and attention during gamification through a non-invasive tool.The intent is to design a real-time assessment method that monitors the student's complex emotional andcognitive state, to adapt the playful content according to his needs

IGAL- Investigate and evaluate new GAmification assessment tools for distance Learning

Luca Giraldi;Elena Cedrola
2021-01-01

Abstract

Since the last decade, the concept of gamification has spread to many disciplines (marketing, business, human resources), and much attention has been placed in the educational context. Gamification favours the emergence and consolidation of active interest and increases the student's teaching quality, learning, and training thanks to the introduction of playful aspects and dynamics. However, the emerging literature has highlighted the need to deepen empirical research on the efficiency of gamification assessment tools in education.It is a widespread opinion among scholars that gamification brings more excellent benefits than standard lessons, but this assertion has not been tested and confirmed in practice.Precisely for this reason, this project aims to revise the literature to understand at a general level the functioning of gamification and its types and some successful cases. Subsequently, the tools used so far to test the effectiveness of this method in the institutional context are explored.The revision of the literature follows the development of a project aimed at monitoring and measuring the student's actual level of satisfaction, involvement, and attention during gamification through a non-invasive tool.The intent is to design a real-time assessment method that monitors the student's complex emotional andcognitive state, to adapt the playful content according to his needs
File in questo prodotto:
File Dimensione Formato  
Parte_C_Proposta_Scientifica_IGAL_Luca_Giraldi.pdf

solo utenti autorizzati

Descrizione: Proposta scientifica
Tipologia: Altro materiale allegato (es. Copertina, Indice, Materiale supplementare, Abstract, Brevetti Spin-off, Start-up etc.)
Licenza: Non specificato
Dimensione 145.29 kB
Formato Adobe PDF
145.29 kB Adobe PDF   Visualizza/Apri   Richiedi una copia

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11393/306181
 Attenzione

Attenzione! I dati visualizzati non sono stati sottoposti a validazione da parte dell'ateneo

Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus ND
  • ???jsp.display-item.citation.isi??? ND
social impact