Can Ontologies Support the Gamification of Scripted Collaborative Learning Sessions?

In the field of Computer-Supported Collaborative Learning (CSCL), scripts orchestrate the collaborative learning (CL) process to achieve meaningful interactions among the students and so improve the learning outcomes. Nevertheless, the use of scripts may cause motivational problems over time. To deal with this issue, we propose the gamification of scripted CL sessions through an ontology that encodes knowledge from game design practices and theories of motivation and human behavior. This knowledge may be used by intelligent theory-aware systems to avoid the one-size-fits-all approach, providing support for the personalization of gamification. In this paper, we reported the results obtained in an empirical study to validate our ontology-based gamification of scripted CL sessions. Findings from this study indicate that intrinsic motivation, perceived choice, and effort/importance of students were significantly better when our ontology was used to support the gamification. The learning outcomes were significantly better in scripted CL sessions gamified through our approach, with positive correlations to the intrinsic motivation and perceived choice. Based on these results, we can state that the use of ontologies provides adequate support to carry out well-thought-out gamification of scripted sessions.

[1]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[2]  Patrícia Augustin Jaques,et al.  Discouraging Gaming the System Through Interventions of an Animated Pedagogical Agent , 2016, EC-TEL.

[3]  Riichiro Mizoguchi,et al.  Gamification of Collaborative Learning Scenarios: Structuring Persuasive Strategies Using Game Elements and Ontologies , 2015, SOCIALEDU.

[4]  DavisKatie,et al.  Digital badges in afterschool learning , 2015 .

[5]  Patrícia Augustin Jaques,et al.  A Semantic Web-based authoring tool to facilitate the planning of collaborative learning scenarios compliant with learning theories , 2013, Comput. Educ..

[6]  Riichiro Mizoguchi,et al.  Personalization of Gamification in Collaborative Learning Contexts using Ontologies , 2015, IEEE Latin America Transactions.

[7]  Seiji Isotani,et al.  A systematic mapping on gamification applied to education , 2014, SAC.

[8]  Riichiro Mizoguchi,et al.  Using Ontology and Gamification to Improve Students' Participation and Motivation in CSCL , 2017, HEFA.

[9]  T. C. Nicholas Graham,et al.  Beyond designing for motivation: the importance of context in gamification , 2014, CHI PLAY.

[10]  Riichiro Mizoguchi,et al.  The Bright and Dark Sides of Gamification , 2016, ITS.

[11]  Stephen Hancocks,et al.  Self determination , 2014, BDJ.

[12]  Juho Hamari,et al.  Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.

[13]  D. Hoang FLOW: The Psychology of Optimal Experience , 2018 .

[14]  Dario Maggiorini,et al.  Creating software engineering student interaction profiles for discovering gamification approaches to improve collaboration , 2014, CompSysTech.

[15]  Ig Ibert Bittencourt,et al.  Toward A Unified Modeling of Learner's Growth Process and Flow Theory , 2016, J. Educ. Technol. Soc..

[16]  Pierre Dillenbourg,et al.  Over-scripting CSCL: The risks of blending collaborative learning with instructional design , 2002 .

[17]  Juho Hamari,et al.  The rise of motivational information systems: A review of gamification research , 2019, Int. J. Inf. Manag..

[18]  Sebastian Deterding,et al.  Eudaimonic Design, or: Six Invitations to Rethink Gamification , 2014 .

[19]  Seiji Isotani,et al.  QPJ-BR: Questionário para Identificação de Perfis de Jogadores para o Português-Brasileiro , 2016 .

[20]  Marco Granato,et al.  A process for designing algorithm-based personalized gamification , 2018, Multimedia Tools and Applications.

[21]  Elke E. Mattheiss,et al.  Personalization in Serious and Persuasive Games and Gamified Interactions , 2015, CHI PLAY.

[22]  Philip H. Mirvis Flow: The Psychology of Optimal Experience , 1991 .

[23]  Takahiro Yamasaki,et al.  A discussion on introducing half-anonymity and gamification to improve students' motivation and engagement in classroom lectures , 2013, 2013 IEEE Region 10 Humanitarian Technology Conference.

[24]  I FelsDeborah,et al.  Gamification in theory and action , 2015 .

[25]  Riichiro Mizoguchi,et al.  Theory-Driven Group Formation through Ontologies , 2008, Intelligent Tutoring Systems.

[26]  Allan Collins,et al.  Cognitive Apprenticeship and Instructional Technology , 1988 .

[27]  Jouni Ikonen,et al.  Increasing collaborative communications in a programming course with gamification: a case study , 2014, CompSysTech.

[28]  Markus Bick,et al.  Towards adaptive Gamification: a synthesis of current Developments , 2017, ECIS.

[29]  Ig Ibert Bittencourt,et al.  The Effects of Ontology-Based Gamification in Scripted Collaborative Learning , 2019, 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT).

[30]  Katie Davis,et al.  Digital badges in afterschool learning: Documenting the perspectives and experiences of students and educators , 2015, Comput. Educ..

[31]  Deborah I. Fels,et al.  Gamification in theory and action: A survey , 2015, Int. J. Hum. Comput. Stud..

[32]  Jan M. Zottmann,et al.  Collaboration Scripts in Computer-Supported Collaborative Learning , 2013 .

[33]  Riichiro Mizoguchi,et al.  The model of roles within an ontology development tool: Hozo , 2007, Appl. Ontology.