An ontology for modelling user’ profiles and activities in gamified education

نویسندگان

چکیده

Gamification studies in the educational domain usually focus on motivating students to increase their learning performance by enhancing motivation. Classifications of behavioural profiles are often used for this (referred as “gamer” or “user types”), which support personalization students’ experiences. These classifications consider these from gamers’ non-gamers’ points view. However, within education research, it is necessary broadly inspect create an instructional design based learners’ intrinsic drivers and motivations. The relationship between concepts subjective, complex, difficult categorize, demanding research bridge gap. Therefore, article we present evaluation application ontology that seeks represent relationships Jung’s archetypes (e.g., Hero, Outlaw others) adapted purposes, creating a new approach modelling user profiles, taxonomy game elements specific use contexts, Bloom’s revised classify activities types. This enables personalized designs directly related activity type students. We demonstrate proposed can help better gamification learning, envision be both unplugged strategies gamified systems.

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ژورنال

عنوان ژورنال: Research and Practice in Technology Enhanced Learning

سال: 2022

ISSN: ['1793-7078', '1793-2068']

DOI: https://doi.org/10.58459/rptel.2023.18018