Projeto GameCourse (2018-2021)
Melhorando a Aprendizagem na Universidade através da Gamificação
(Improving College Learning with Gamification)
Traditional expository learning is considered demotivating by today’s students who have grown in more interactive environments. Gamification as shown promise in increasing student engagement and improving the teaching-learning experience. Alas, it does not solve a fundamental problem: different students have different cognitive, learning, and gaming profiles, needs and styles. We will research how to do an early detection of student’s learning and gamer profiles, based on their interactions with a gamified course, by using machine learning. We will then study how to (semi-)automatically customize the gaming (learning) experience to their individual needs, improving their learning experience and results. This will assist educators in identifying relevant profiles and allow scalability to different class sizes and contexts. The software developed here, open-source, can have a large impact in the community, facilitating the creation of gamified learning experiences even by non-experts.
Coordenação do Projeto
O projeto é coordenado pelo INESC-ID, Instituto de Engenharia de Sistemas e Computadores, Investigação e Desenvolvimento.
INESC ID – INSTITUTO DE ENGENHARIA DE SISTEMAS E COMPUTADORES, INVESTIGAÇÃO E DESENVOLVIMENTO EM LISBOA
IST-ID, ASSOCIAÇÃO DO INSTITUTO SUPERIOR TÉCNICO PARA A INVESTIGAÇÃO E O DESENVOLVIMENTO
INSTITUTO DE EDUCAÇÃO DA UNIVERSIDADE DE LISBOA
Equipa de investigação
Sandra Gama (INESC-ID)
Daniel Gonçalves (INESC-ID)
Joaquim Jorge (INESC-ID)
Cláudia Antunes (IST)
Joana Viana (IEUL)
Fernando Albuquerque Costa (IEUL)
Período de desenvolvimento
O1: Create a theory on the pedagogical impact of gamification (cognitive, emotional and social) and the different game elements in college-level education
O2: Adapt educational data mining techniques to anticipate a student’s profile, updating it in real-time and highlighting situations where an intervention is required
O3: Study the best way to adapt the teaching-learning experience to cope with the issues found as a result of O2
O4: Explore and make available data analysis tools for student profiling and prediction
O5: Create a holistic framework to understand and apply adaptable Gamification to the learning experience.
O6: Create a software platform embodying that framework and allowing the creation of gamified courses and give support both to our research and to the students and professors during a semester.
Projeto financiado pela FCT para Projetos de IC&DT em todos os Domínios Científicos 2017 (PTDC/CCI-CIF/30754/2017)