an ontology engineering approach to gamify collaborative learning scenarios

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An Ontology Engineering Approach to Gamify Collabora7ve Learning Scenarios Geiser Chalco 1 , Dilvan A. Moreira 1 , Riichiro Mizoguchi 2 , and Seiji Isotani 1 20 th Interna@onal Conference on Collabora@on and Technology, 2014 1 University of São Paulo, Brazil. [email protected], {dilvan, sisotani}@icmc.usp.br 2 Japan Advanced Ins@tute of Science and Technology, Japan. [email protected]

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An  Ontology  Engineering  Approach  to  Gamify  Collabora7ve  Learning  Scenarios  

Geiser  Chalco1,  Dilvan  A.  Moreira1,  Riichiro  Mizoguchi2,  and  Seiji  Isotani1  

20th  Interna@onal  Conference  on  Collabora@on  and  Technology,  2014  

1University  of  São  Paulo,  Brazil.  [email protected], {dilvan, sisotani}@icmc.usp.br

2Japan  Advanced  Ins@tute  of  Science  and  Technology,  Japan.  [email protected]

•  Introduc@on:  – Concept  of  Gamifica@on  – Problem:  Gamifica@on  in  CL  Scenarios  

•  Approach:  Ontological  Engineering  – Ontological  Structure  to  Describe  Gamified  CL  Scenarios  

•  Applica@on  of  Ontological  Structure  •  Conclusions  and  Future  Research  

Outline  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   2  

Games  are  part  of  our  life  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   3  

Games  are  part  of  our  life  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   4  

Source:  Entertainment  SoUware  Associa@on's  (2014)  &  Huffingtonpost  (2014)  

Games  are  part  of  our  life  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   5  

Source:  Entertainment  SoUware  Associa@on's  (2014)  &  Huffingtonpost  (2014)  

Why  does  everyone  enjoy  playing  games?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   6  

Engagement  

Sa@sfac@on  of  psychological  needs  

Solve  problems    

Why  does  everyone  enjoy  playing  games?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   7  

Engagement  

Sa@sfac@on  of  psychological  needs  

Solve  problems    

Games  are  problem-­‐solving  ac7vi7es  (finding  a  way  to  destroy  the  other)  

(feeling  successful)  

Why  does  everyone  enjoy  playing  games?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   8  

Engagement  

Sa@sfac@on  of  psychological  needs  

Solve  problems    

Games  are  problem-­‐solving  ac7vi7es  (finding  a  way  to  destroy  the  other)  

(feeling  successful)  

Games  are  problem-­‐solving  ac7vi7es  approached  with  a  playful  a@tude  (voluntary)  

 

Game  Elements  (endogenous)  

Why  does  everyone  enjoy  playing  games?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   9  

Engagement  

Sa@sfac@on  of  psychological  needs  

Solve  problems    

Games  are  problem-­‐solving  ac7vi7es  (finding  a  way  to  destroy  the  other)  

(feeling  successful)  

Games  are  problem-­‐solving  ac7vi7es  approached  with  a  playful  a@tude  (voluntary)  

 

Game  Elements  (endogenous)  

must  probably  solve  more  problems  to  gain  points  and  to  feel  more  

successful  

Leaderboards  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   10  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   11  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   12  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   13  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   14  

What  is  Gamifica@on?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   15  

The  use  of  game  design  elements  in  non-­‐game  contexts  (Deterding  et  al.  2011)  

Playful  Design  Pervasive  Games  

Serious  Games   Gamifica@on  

What  is  Gamifica@on?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   16  

The  use  of  game  design  elements  in  non-­‐game  contexts  (Deterding  et  al.  2011)  

Playful  Design  Pervasive  Games  

Serious  Games   Gamifica@on  Gaming  

Playing  -­‐  Playfulness  

Rule-­‐base  systems  that  are  design  to  

be  playful  

What  is  Gamifica@on?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   17  

The  use  of  game  design  elements  in  non-­‐game  contexts  (Deterding  et  al.  2011)  

Playful  Design  Pervasive  Games  

Serious  Games   Gamifica@on  Gaming  

Playing  -­‐  Playfulness  

Rule-­‐base  systems  that  are  design  to  

be  playful  

Elements  Whole  

How  to  use  game  elements  in  non-­‐game  applica@on  

What  is  Gamifica@on?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   18  

The  use  of  game  design  elements  in  non-­‐game  contexts  (Deterding  et  al.  2011)  

Playful  Design  Pervasive  Games  

Serious  Games   Gamifica@on  Gaming  

Playing  -­‐  Playfulness  

Rule-­‐base  systems  that  are  design  to  

be  playful  

Elements  Whole  

How  to  use  game  elements  in  non-­‐game  applica@on  Design  of:  •  Game  interface  •  Game  mechanics  •  …  

Does  Gamifica@on  really  work?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   19  

Does  Gamifica@on  really  work?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   20  

Does  Gamifica@on  really  work?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   21  

Many  uses  of  gamifica@on  are  incorrect  or  poorly  designed  (Webb,  2013)  

Does  Gamifica@on  really  work?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   22  

Many  uses  of  gamifica@on  are  incorrect  or  poorly  designed  (Webb,  2013)  

Reason:  misconcep@on  about  what  mo7vates  a  person  to  con@nue  using  a  gamified  applica@on  

Does  Gamifica@on  really  work?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   23  

Many  uses  of  gamifica@on  are  incorrect  or  poorly  designed  (Webb,  2013)  

Reason:  misconcep@on  about  what  mo@vates  a  person  to  con@nue  using  a  game  or  gamified  applica@on  

Does  Gamifica@on  really  work?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   24  

Many  uses  of  gamifica@on  are  incorrect  or  poorly  designed  (Webb,  2013)  

Reason:  misconcep@on  about  what  mo@vates  a  person  to  con@nue  using  a  game  or  gamified  applica@on  

Does  Gamifica@on  really  work?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   25  

Many  uses  of  gamifica@on  are  incorrect  or  poorly  designed  (Webb,  2013)  

Reason:  misconcep@on  about  what  mo@vates  a  person  to  con@nue  using  a  game  or  gamified  applica@on  

(Hamari,  et  al.  2014)  

Results   Nro  Studies  

All  tests  posi@ve   2  

Posi7ve  results  in  part  of  the  tests  

13  

Only  descrip@ve   7  

Does  Gamifica@on  really  work?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   26  

Many  uses  of  gamifica@on  are  incorrect  or  poorly  designed  (Webb,  2013)  

Reason:  misconcep@on  about  what  mo@vates  a  person  to  con@nue  using  a  game  or  gamified  applica@on  

(Hamari,  et  al.  2014)  

Results   Nro  Studies  

All  tests  posi@ve   2  

Posi7ve  results  in  part  of  the  tests  

13  

Only  descrip@ve   7  

Context  is  an  essencial  

Does  Gamifica@on  really  work?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   27  

Many  uses  of  gamifica@on  are  incorrect  or  poorly  designed  (Webb,  2013)  

Reason:  misconcep@on  about  what  mo@vates  a  person  to  con@nue  using  a  game  or  gamified  applica@on  

(Hamari,  et  al.  2014)  

Results   Nro  Studies  

All  tests  posi@ve   2  

Posi7ve  results  in  part  of  the  tests  

13  

Only  descrip@ve   7  

Context  is  an  essencial  

Does  Gamifica@on  really  work?  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   28  

Many  uses  of  gamifica@on  are  incorrect  or  poorly  designed  (Webb,  2013)  

Reason:  misconcep@on  about  what  mo@vates  a  person  to  con@nue  using  a  game  or  gamified  applica@on  

(Hamari,  et  al.  2014)  

Results   Nro  Studies  

All  tests  posi@ve   2  

Posi7ve  results  in  part  of  the  tests  

13  

Only  descrip@ve   7  

Context  is  an  essencial  

Problem:  Gamifica@on  in  CL  Scenarios  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios  

Instruc@onal  Designer  

CSCL  Script  (IMS-­‐LD)  

CL  Ac@vi@es  (interac@ons)        

CL  Scenario  

LA   LB  

LC  

29  

Problem:  Gamifica@on  in  CL  Scenarios  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios  

Instruc@onal  Designer  

CSCL  Script  (IMS-­‐LD)  

CL  Ac@vi@es  (interac@ons)        

CL  Scenario  

LA   LB  

LC  

demo7va7on  

•  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested  •  Sense  of  obliga@on  imposes  by  the  script  

30  

Problem:  Gamifica@on  in  CL  Scenarios  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios  

Instruc@onal  Designer  

CSCL  Script  (IMS-­‐LD)  

CL  Ac@vi@es  (interac@ons)        

CL  Scenario  

LA   LB  

LC  

nega@ve  aitudes  

degrade  dynamics  

nega7ve  learning  outcomes  

+  demo7va7on  

•  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested  •  Sense  of  obliga@on  imposes  by  the  script  

31  

Problem:  Gamifica@on  in  CL  Scenarios  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios  

Instruc@onal  Designer  

CSCL  Script  (IMS-­‐LD)  

CL  Ac@vi@es  (interac@ons)        

CL  Scenario  

LA   LB  

LC  

nega@ve  aitudes  

degrade  dynamics  

nega7ve  learning  outcomes  

+  demo7va7on  

•  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested  •  Sense  of  obliga@on  imposes  by  the  script  

Efficien

t+  

Bene

ficial  +  

32  

Problem:  Gamifica@on  in  CL  Scenarios  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios  

Instruc@onal  Designer  

CSCL  Script  (IMS-­‐LD)  

CL  Ac@vi@es  (interac@ons)        

CL  Scenario  

LA   LB  

LC  

nega@ve  aitudes  

degrade  dynamics  

nega7ve  learning  outcomes  

+  demo7va7on  

•  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested  •  Sense  of  obliga@on  imposes  by  the  script  

Efficien

t+  

Bene

ficial  +  

33  

Problem:  Gamifica@on  in  CL  Scenarios  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios  

Instruc@onal  Designer  

CSCL  Script  (IMS-­‐LD)  

CL  Ac@vi@es  (interac@ons)        

CL  Scenario  

LA   LB  

LC  

nega@ve  aitudes  

degrade  dynamics  

nega7ve  learning  outcomes  

+  demo7va7on  

•  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested  •  Sense  of  obliga@on  imposes  by  the  script  

Efficien

t+  

Bene

ficial  +  

I  don’t  want  to  game  points…  I  want  to  

34  

Problem:  Gamifica@on  in  CL  Scenarios  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios  

Instruc@onal  Designer  

CSCL  Script  (IMS-­‐LD)  

CL  Ac@vi@es  (interac@ons)        

CL  Scenario  

LA   LB  

LC  

nega@ve  aitudes  

degrade  dynamics  

nega7ve  learning  outcomes  

+  demo7va7on  

•  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested  •  Sense  of  obliga@on  imposes  by  the  script  

Efficien

t+  

Bene

ficial  +  

I  don’t  want  to  game  points…  I  want  to  

Make  social  connec@on  

35  

Problem:  Gamifica@on  in  CL  Scenarios  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios  

Instruc@onal  Designer  

CSCL  Script  (IMS-­‐LD)  

CL  Ac@vi@es  (interac@ons)        

CL  Scenario  

LA   LB  

LC  

nega@ve  aitudes  

degrade  dynamics  

nega7ve  learning  outcomes  

+  demo7va7on  

•  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested  •  Sense  of  obliga@on  imposes  by  the  script  

Efficien

t+  

Bene

ficial  +  

I  don’t  want  to  game  points…  I  want  to  

Make  social  connec@on  

Explore  new  challenges  

36  

Problem:  Gamifica@on  in  CL  Scenarios  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios  

Instruc@onal  Designer  

CSCL  Script  (IMS-­‐LD)  

CL  Ac@vi@es  (interac@ons)        

CL  Scenario  

LA   LB  

LC  

nega@ve  aitudes  

degrade  dynamics  

nega7ve  learning  outcomes  

+  demo7va7on  

•  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested  •  Sense  of  obliga@on  imposes  by  the  script  

Efficien

t+  

Bene

ficial  +  

I  don’t  want  to  game  points…  I  want  to  

Make  social  connec@on  

Explore  new  challenges  

WIN!  

37  

Problem:  Gamifica@on  in  CL  Scenarios  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios  

Instruc@onal  Designer  

CSCL  Script  (IMS-­‐LD)  

CL  Ac@vi@es  (interac@ons)        

CL  Scenario  

LA   LB  

LC  

nega@ve  aitudes  

degrade  dynamics  

nega7ve  learning  outcomes  

+  demo7va7on  

•  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested  •  Sense  of  obliga@on  imposes  by  the  script  

Efficien

t+  

Bene

ficial  +  

I  don’t  want  to  game  points…  I  want  to  

Make  social  connec@on  

Explore  new  challenges  

WIN!  

38  

Problem:  Gamifica@on  in  CL  Scenarios  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios  

Instruc@onal  Designer  

CSCL  Script  (IMS-­‐LD)  

CL  Ac@vi@es  (interac@ons)        

CL  Scenario  

LA   LB  

LC  

nega@ve  aitudes  

degrade  dynamics  

nega7ve  learning  outcomes  

+  demo7va7on  

•  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested  •  Sense  of  obliga@on  imposes  by  the  script  

Efficien

t+  

Bene

ficial  +  

I  don’t  want  to  game  points…  I  want  to  

Make  social  connec@on  

Explore  new  challenges  

WIN!  

Tests  

39  

Problem:  Gamifica@on  in  CL  Scenarios  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios  

Instruc@onal  Designer  

CSCL  Script  (IMS-­‐LD)  

CL  Ac@vi@es  (interac@ons)        

CL  Scenario  

LA   LB  

LC  

nega@ve  aitudes  

degrade  dynamics  

nega7ve  learning  outcomes  

+  demo7va7on  

•  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested  •  Sense  of  obliga@on  imposes  by  the  script  

Efficien

t+  

Bene

ficial  +  

I  don’t  want  to  game  points…  I  want  to  

Make  social  connec@on  

Explore  new  challenges  

WIN!  

Tests  

40  

Problem:  Gamifica@on  in  CL  Scenarios  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios  

Instruc@onal  Designer  

CSCL  Script  (IMS-­‐LD)  

CL  Ac@vi@es  (interac@ons)        

CL  Scenario  

LA   LB  

LC  

nega@ve  aitudes  

degrade  dynamics  

nega7ve  learning  outcomes  

+  demo7va7on  

•  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested  •  Sense  of  obliga@on  imposes  by  the  script  

Efficien

t+  

Bene

ficial  +  

I  don’t  want  to  game  points…  I  want  to  

Make  social  connec@on  

Explore  new  challenges  

WIN!  

Tests  

Context  and  needs  of  learners  change  

41  

Approach:  Ontological  Engineering  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   42  

Ontologies  (Structures)  

Knowledge  Bases  

(Models)  

Best  Prac7ces  and  Theories  of  Gamifica7on    

Describe  informa@on  

Support  for  the  development  of  

Instr.  designer/  teacher/researcher  

Ø design  gamified  CL  scenarios  Ø evaluate  the  prac@ces  and  theories  Ø es@mate  and  calculate  the  benefits  

Ontology-­‐aware  systems    

From  CL  Scenario  To  Gamified  CL  Scenario  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   43  

Gamifed  CL  Scenario  

CL  Scenario  

Y<=I-­‐goal  

I-­‐goal  

W(A)-­‐goal  

Learning  Strategy  *  

Learner  I-­‐role  

Learner  You-­‐role  

I-­‐goal  

CL  process  *  

G

W(L)-­‐goal  Common  goal  

*  

Interact  Parern  Teaching-­‐learning  process  

*  

From  CL  Scenario  To  Gamified  CL  Scenario  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   44  

Gamifed  CL  Scenario  

Modeling of Learner's

Development

Learner  Growth  Model  

(Isotani  &  Mizoguchi,  2007)  

CL  Scenario  

Y<=I-­‐goal  

I-­‐goal  

W(A)-­‐goal  

Learning  Strategy  *  

Learner  I-­‐role  

Learner  You-­‐role  

I-­‐goal  

CL  process  *  

G

W(L)-­‐goal  Common  goal  

*  

Interact  Parern  Teaching-­‐learning  process  

*  

From  CL  Scenario  To  Gamified  CL  Scenario  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   45  

Gamifed  CL  Scenario  

Modeling of Learner's

Development

Learner  Growth  Model  

(Isotani  &  Mizoguchi,  2007)  

Formation of Effective

Groups

Learners  

Effec@ve  Groups  

(Isotani  et  al.,  2009)  CL  Scenario  

Y<=I-­‐goal  

I-­‐goal  

W(A)-­‐goal  

Learning  Strategy  *  

Learner  I-­‐role  

Learner  You-­‐role  

I-­‐goal  

CL  process  *  

G

W(L)-­‐goal  Common  goal  

*  

Interact  Parern  Teaching-­‐learning  process  

*  

From  CL  Scenario  To  Gamified  CL  Scenario  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   46  

Gamifed  CL  Scenario  

Modeling of Learner's

Development

Learner  Growth  Model  

(Isotani  &  Mizoguchi,  2007)  

Formation of Effective

Groups

Learners  

Effec@ve  Groups  

(Isotani  et  al.,  2009)  

Design of CL Scenarios

LA LB

Tutor Tutee

ü Learning  Strategies  ü Learning  Goals  ü Group  Goals  ü Roles  

(Isotani  et  al.,  2013)  

CL  Scenario  

Y<=I-­‐goal  

I-­‐goal  

W(A)-­‐goal  

Learning  Strategy  *  

Learner  I-­‐role  

Learner  You-­‐role  

I-­‐goal  

CL  process  *  

G

W(L)-­‐goal  Common  goal  

*  

Interact  Parern  Teaching-­‐learning  process  

*  

From  CL  Scenario  To  Gamified  CL  Scenario  

47  Sept.  9,  2014  

Modeling of Learner's

Development

Formation of Effective

Groups

Design of CL Scenarios

Apply Gamification

CL  Scenario  

Y<=I-­‐goal  

I-­‐goal  

W(A)-­‐goal  

Learning  Strategy  *  

Learner  I-­‐role  

Learner  You-­‐role  

I-­‐goal  

CL  process  *  

G

W(L)-­‐goal  Common  goal  

*  

Interact  Parern  Teaching-­‐learning  process  

*  

LA LB

Tutor Tutee

“the  use  of  game  design  elements  in  non-­‐game  …”    

Gamifed  CL  Scenario  

An  Ontology  to  Gamify  CL  Scenarios  

Unlockable  System  

Point  System  

Badge  System  

From  CL  Scenario  To  Gamified  CL  Scenario  

48  Sept.  9,  2014  

Modeling of Learner's

Development

Formation of Effective

Groups

Design of CL Scenarios

Apply Gamification

CL  Scenario  

Y<=I-­‐goal  

I-­‐goal  

W(A)-­‐goal  

Learning  Strategy  *  

Learner  I-­‐role  

Learner  You-­‐role  

I-­‐goal  

CL  process  *  

G

W(L)-­‐goal  Common  goal  

*  

Interact  Parern  Teaching-­‐learning  process  

*  

LA LB

Tutor Tutee

“the  use  of  game  design  elements  in  non-­‐game  …”    

•  What  game  mechanics  must  be  used  to  mo7vate  the  learners?  

Gamifed  CL  Scenario  

Only:  design  of  game  mechanics  

An  Ontology  to  Gamify  CL  Scenarios  

Unlockable  System  

Point  System  

Badge  System  

LA LB

Mo@va@on  and  Game  Mechanics  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   49  

Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the  sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).  

Behavior

Needs Satisfaction

LA LB

Mo@va@on  and  Game  Mechanics  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   50  

Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the  sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).  

Behavior

Needs Satisfaction

Game elements

LA LB

Mo@va@on  and  Game  Mechanics  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   51  

Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the  sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).  

Behavior

Needs Satisfaction

Game elements

change  or  intensify  his  needs  

LA LB

Mo@va@on  and  Game  Mechanics  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   52  

Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the  sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).  

Behavior

Needs Satisfaction

Game elements

change  or  intensify  his  needs  

The  proper  combina@on  of  different  game  elements  provides  an  adequate  environment  for  all  learners.  

LA LB

Mo@va@on  and  Game  Mechanics  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   53  

Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the  sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).  

Behavior

Needs Satisfaction

Game elements

change  or  intensify  his  needs  

The  proper  combina@on  of  different  game  elements  provides  an  adequate  environment  for  all  learners.  

•  Game  mechanics(GM):  inputs  (CL  scenario)  -­‐>  output  (gaming)  

Game mechanics

LA LB

Mo@va@on  and  Game  Mechanics  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   54  

Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the  sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).  

Behavior

Needs Satisfaction

Game elements

change  or  intensify  his  needs  

The  proper  combina@on  of  different  game  elements  provides  an  adequate  environment  for  all  learners.  

•  Game  mechanics(GM):  inputs  (CL  scenario)  -­‐>  output  (gaming)  

Game mechanics

Point  System  

LA LB

Mo@va@on  and  Game  Mechanics  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   55  

Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the  sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).  

Behavior

Needs Satisfaction

Game elements

change  or  intensify  his  needs  

The  proper  combina@on  of  different  game  elements  provides  an  adequate  environment  for  all  learners.  

•  Game  mechanics(GM):  inputs  (CL  scenario)  -­‐>  output  (gaming)  

Game mechanics

Point  System   Social  Connec@on  

LA LB

Mo@va@on  and  Game  Mechanics  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   56  

Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the  sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).  

Behavior

Needs Satisfaction

Game elements

change  or  intensify  his  needs  

The  proper  combina@on  of  different  game  elements  provides  an  adequate  environment  for  all  learners.  

•  Game  mechanics(GM):  inputs  (CL  scenario)  -­‐>  output  (gaming)  

Game mechanics

Point  System   Social  Connec@on  

demonstrate  mastery   relatedness  

LA LB

Mo@va@on  and  Game  Mechanics  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   57  

Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the  sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).  

Behavior

Needs Satisfaction

Game elements

change  or  intensify  his  needs  

The  proper  combina@on  of  different  game  elements  provides  an  adequate  environment  for  all  learners.  

•  Game  mechanics(GM):  inputs  (CL  scenario)  -­‐>  output  (gaming)  

Game mechanics

Point  System   Social  Connec@on  

demonstrate  mastery   relatedness  Every  GM  is  Customized  (ind.needs)  -­‐>  Increase  his  liking  for  CL  Ac@vi@es  

Internaliza@on  of  mo@va@on  

I-­‐mot  goal:  Individual  mo@va@onal  goal  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   58  

Behavior

Needs Satisfaction

Game elements

Ind. motivational goal

Internaliza@on  of  mo@va@on    

Sa@sfac@on  of  needs  

*  

An  individual  mo7va7onal  goal  represents  the  expected  changes  on  the  mind  of  a  learner  using  game  mechanics.      

*  

Game mechanics

I-­‐mot  goal:  Individual  mo@va@onal  goal  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   59  

Behavior

Needs Satisfaction

Game elements

Ind. motivational goal

Internaliza@on  of  mo@va@on    

Sa@sfac@on  of  needs  

*  

An  individual  mo7va7onal  goal  represents  the  expected  changes  on  the  mind  of  a  learner  using  game  mechanics.      

*  

•  Amo@va@on  -­‐>  External  Reg.  •  (External  Mot.  -­‐>  Intrinsic  Mot.)  

•  External  Reg.  -­‐>  Introjected  Reg.  •  Introjected  Reg.  -­‐>  Iden@fied  Reg.  •  Iden@fied  Reg.  -­‐>  Integrated  Reg.  •  Integrated  Reg.  -­‐>  Intrinsic  Reg.  

Self-­‐determina@on  Theory  (Deci  &  Ryan,  2010)  

Game mechanics

I-­‐mot  goal:  Individual  mo@va@onal  goal  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   60  

Behavior

Needs Satisfaction

Game elements

Ind. motivational goal

Internaliza@on  of  mo@va@on    

Sa@sfac@on  of  needs  

*  

An  individual  mo7va7onal  goal  represents  the  expected  changes  on  the  mind  of  a  learner  using  game  mechanics.      

•  Sa@sfac@on  of  Autonomy  •  Sa@sfac@on  of  Relatedness  •  Sa@sfac@on  of  Competence  

•  Sa@sfac@on  of  Purpose  •  Sa@sfac@on  of  Mastery  

*  

•  Amo@va@on  -­‐>  External  Reg.  •  (External  Mot.  -­‐>  Intrinsic  Mot.)  

•  External  Reg.  -­‐>  Introjected  Reg.  •  Introjected  Reg.  -­‐>  Iden@fied  Reg.  •  Iden@fied  Reg.  -­‐>  Integrated  Reg.  •  Integrated  Reg.  -­‐>  Intrinsic  Reg.  

Self-­‐determina@on  Theory  (Deci  &  Ryan,  2010)  

Self-­‐determina@on  Theory  (Deci  &  Ryan,  2010)   Pink  Dan  (2011)  

Competence  Relatedness  Autonomy  Purpose  

Autonomy  Mastery  

Game mechanics

Player  Role:  Playing  style    (Ind.  Pers.  Trait)  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   61  

Behavior

Needs Satisfaction

Game elements

Game mechanics

Ind. motivation goal

Playing styles (Ind. traits) Models  of:  

•  7  Player  Types  (Laws,  2002)  •  4  Player  Types  (Bartle,  2004)  •  8  Player  Types  (Marczewski,  2013)  …  

Player  Role:  Playing  style    (Ind.  Pers.  Trait)  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   62  

Behavior

Needs Satisfaction

Game elements

Game mechanics

Ind. motivation goal

Playing styles (Ind. traits) Models  of:  

•  7  Player  Types  (Laws,  2002)  •  4  Player  Types  (Bartle,  2004)  •  8  Player  Types  (Marczewski,  2013)  …  

The  playing  styles  are  individual  personality  traits  that  define  the  preferences  of  a  person  when  he/she  is  playing  a  game.  

Player  Role:  Playing  style    (Ind.  Pers.  Trait)  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   63  

Behavior

Needs Satisfaction

Game elements

Game mechanics

Ind. motivation goal

Playing styles (Ind. traits) Models  of:  

•  7  Player  Types  (Laws,  2002)  •  4  Player  Types  (Bartle,  2004)  •  8  Player  Types  (Marczewski,  2013)  …  

The  playing  styles  are  individual  personality  traits  that  define  the  preferences  of  a  person  when  he/she  is  playing  a  game.  

user-­‐orienta5on  (interac5ng  with  others)  

system-­‐orienta5on  (exploring  the  game)  

Interac5on-­‐orienta5on  (interac5ng  inside)  

act-­‐orienta5on  (having  influence  outside)  

(Socializer)  

(Explorer)   (Achiever)  

(Killer)  

(Bartle,  2004)  4  Player  Types  

Player  Role:  Models  of  player  types  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   64  

Behavior

Needs Satisfaction

Game elements

Game mechanics

Ind. motivation goal

Playing styles (Ind. traits)

LA LB

Player  Role  

Mo@va@on  stage  Necessary  condi@on  

*  

Psychological  need  Necessary  condi@on  

*  

Playing  style  Desired  condi@on  

*  Player Role

A  Player  Role  defines  the  necessary  and  desired  condi7ons  that  a  learner  must  have  to  play  a  player  type.    

Y<=I-­‐mot  goal:  Mo@va@onal  strategy  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   65  

Behavior

Needs Satisfaction

Game elements

Game mechanics

Ind. motivation goal

Playing styles (Ind. traits)

LA LB

Player Role

The  Y<=I-­‐mot  goal  is  the  mo7va7onal  strategy  that  will  be  used  by  game  elements  to  enhance  the  learning  strategy  employed  by  a  learner  in  focus.  

Motivational Strategy

Y<=I-­‐mot  goal  

Enhance  (learning  strategy)  

Y<=I-­‐mot  goal:  Mo@va@onal  strategy  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   66  

Behavior

Needs Satisfaction

Game elements

Game mechanics

Ind. motivation goal

Playing styles (Ind. traits)

LA LB

Player Role

The  Y<=I-­‐mot  goal  is  the  mo7va7onal  strategy  that  will  be  used  by  game  elements  to  enhance  the  learning  strategy  employed  by  a  learner  in  focus.  

Motivational Strategy

Y<=I-­‐mot  goal  

Enhance  (learning  strategy)  

influence  the  de

sign  of  

Y<=I-­‐mot  goal:  Mo@va@onal  strategy  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   67  

Behavior

Needs Satisfaction

Game elements

Game mechanics

Ind. motivation goal

Playing styles (Ind. traits)

LA LB

Player Role

The  Y<=I-­‐mot  goal  is  the  mo7va7onal  strategy  that  will  be  used  by  game  elements  to  enhance  the  learning  strategy  employed  by  a  learner  in  focus.  

Motivational Strategy

Y<=I-­‐mot  goal  

Enhance  (learning  strategy)  

Learner  I-­‐player  role  

influence  the  de

sign  of  

Y<=I-­‐mot  goal:  Mo@va@onal  strategy  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   68  

Behavior

Needs Satisfaction

Game elements

Game mechanics

Ind. motivation goal

Playing styles (Ind. traits)

LA LB

Player Role

The  Y<=I-­‐mot  goal  is  the  mo7va7onal  strategy  that  will  be  used  by  game  elements  to  enhance  the  learning  strategy  employed  by  a  learner  in  focus.  

Motivational Strategy

Y<=I-­‐mot  goal  

Enhance  (learning  strategy)  

Learner  You-­‐player  role  

Learner  I-­‐player  role  

influence  the  de

sign  of  

Y<=I-­‐mot  goal:  Mo@va@onal  strategy  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   69  

Behavior

Needs Satisfaction

Game elements

Game mechanics

Ind. motivation goal

Playing styles (Ind. traits)

LA LB

Player Role

The  Y<=I-­‐mot  goal  is  the  mo7va7onal  strategy  that  will  be  used  by  game  elements  to  enhance  the  learning  strategy  employed  by  a  learner  in  focus.  

Motivational Strategy

Y<=I-­‐mot  goal  

Enhance  (learning  strategy)  

Learner  You-­‐player  role  

Learner  I-­‐player  role  

I-­‐mot  goal  I-­‐mot  goal  

*  

influence  the  de

sign  of  

I-­‐gameplay:  Gameplay  Strategy  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   70  

Gameplay

Behavior

Needs Satisfaction

Game elements

Game mechanics

Ind. motivation goal

Playing styles (Ind. traits)

Player Role

Motivational Strategy

LA LB

The  gameplay  strategy  is  the  ra@onal  arrangement  among  player  roles,  mo7va7onal  strategies  and  game  mechanics.  

I-­‐gameplay  

P-­‐Player  Role  Primary  focus  

1  

Y<=I-­‐mot  goal  S<=P-­‐mot  goal  1  

Game  mechanics  What  use  *  

I-­‐gameplay:  Gameplay  Strategy  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   71  

Gameplay

Behavior

Needs Satisfaction

Game elements

Game mechanics

Ind. motivation goal

Playing styles (Ind. traits)

Player Role

Motivational Strategy

LA LB

The  gameplay  strategy  is  the  ra@onal  arrangement  among  player  roles,  mo7va7onal  strategies  and  game  mechanics.  

I-­‐gameplay  

P-­‐Player  Role  Primary  focus  

1  

Y<=I-­‐mot  goal  S<=P-­‐mot  goal  1  

Game  mechanics  What  use  *  

Models  of  Player  Types  

classify  &  decide  

From  CL  Scenario  To  Gamified  CL  Scenario  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   72  

CL  Scenario  

Y<=I-­‐goal  

W(A)-­‐goal  

Learning  Strategy  *  

CL  process  *  

Y<=I-­‐goal  Learning  Strategy  

*  

Gamified  CL  Scenario  

is  a  

I-­‐mot  goal  

Y<=I-­‐mot  goal  Mo@va@onal  Strategy  

*  

Learner  I-­‐player  role  

Learner  You-­‐player  role  

I-­‐mot  goal  *   G

Gameplay  strategy  I-­‐gameplay  *  

Game  mechanics  What  use  

*  

From  CL  Scenario  To  Gamified  CL  Scenario  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   73  

Enhance  

CL  Scenario  

Y<=I-­‐goal  

W(A)-­‐goal  

Learning  Strategy  *  

CL  process  *  

Y<=I-­‐goal  Learning  Strategy  

*  

Gamified  CL  Scenario  

is  a  

I-­‐mot  goal  

Y<=I-­‐mot  goal  Mo@va@onal  Strategy  

*  

Learner  I-­‐player  role  

Learner  You-­‐player  role  

I-­‐mot  goal  *   G

Gameplay  strategy  I-­‐gameplay  *  

Game  mechanics  What  use  

*  

From  CL  Scenario  To  Gamified  CL  Scenario  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   74  

Enhance  

CL  Scenario  

Y<=I-­‐goal  

W(A)-­‐goal  

Learning  Strategy  *  

CL  process  *  

Y<=I-­‐goal  Learning  Strategy  

*  

Gamified  CL  Scenario  

Player  Role  

Mo@va@on  stage  Necessary  condi@on  

*  

Psychological  need  Necessary  condi@on  

*  

Playing  style  Desired  condi@on  

*  

is  a  

I-­‐mot  goal  

Y<=I-­‐mot  goal  Mo@va@onal  Strategy  

*  

Learner  I-­‐player  role  

Learner  You-­‐player  role  

I-­‐mot  goal  *   G

Gameplay  strategy  I-­‐gameplay  *  

Game  mechanics  What  use  

*  

From  CL  Scenario  To  Gamified  CL  Scenario  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   75  

Enhance  

CL  Scenario  

Y<=I-­‐goal  

W(A)-­‐goal  

Learning  Strategy  *  

CL  process  *  

Y<=I-­‐goal  Learning  Strategy  

*  

Gamified  CL  Scenario  

Player  Role  

Mo@va@on  stage  Necessary  condi@on  

*  

Psychological  need  Necessary  condi@on  

*  

Playing  style  Desired  condi@on  

*  

is  a  

I-­‐mot  goal  

Y<=I-­‐mot  goal  Mo@va@onal  Strategy  

*  

Learner  I-­‐player  role  

Learner  You-­‐player  role  

I-­‐mot  goal  *   G

Gameplay  strategy  I-­‐gameplay  *  

Game  mechanics  What  use  

*  

the  proper  player  types  and  game  mechanics  for  each  learner  

Applica@on  

LA LB

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   76  

Applica@on  of  Ontological  Structure  

(Socializer)   (Killer)  

(Explorer)  

Player  Types  (Bartle,  2004)  

(Achiever)  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   77  

Player  Role  

Mo@va@on  stage  Necessary  condi@on  

*  

Psychological  need  Necessary  condi@on  

*  

Playing  style  Desired  condi@on  

*  

Enhance  Y<=I-­‐goal  

Learning  Strategy  *  

Gamified  CL  Scenario  

I-­‐mot  goal  

Y<=I-­‐mot  goal  Mo@va@onal  Strategy  

*  

Learner  I-­‐player  role  

Learner  You-­‐player  role  

I-­‐mot  goal  *   G

Gameplay  strategy  I-­‐gameplay  *  

Game  mechanics  What  use  

*  

     

     

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   78  

Player  Role  

Mo@va@on  stage  Necessary  condi@on  

*  

Psychological  need  Necessary  condi@on  

*  

Playing  style  Desired  condi@on  

*  

Enhance  Y<=I-­‐goal  

Learning  Strategy  *  

Gamified  CL  Scenario  

I-­‐mot  goal  

Y<=I-­‐mot  goal  Mo@va@onal  Strategy  

*  

Learner  I-­‐player  role  

Learner  You-­‐player  role  

I-­‐mot  goal  *   G

Gameplay  strategy  I-­‐gameplay  *  

Game  mechanics  What  use  

*  

           

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   79  

Applica@on  

N1:  mastery    N2:  relatedness  N3:  autonomy  

LA LB

psychological  needs  

N2  N1  

I1:  system-­‐orienta@on  I2:  ac@ng-­‐orienta@on  I3:  interac@ng-­‐orienta@on  

(1)  Select  the  scenarios  that  sa@sfy  the  learners’  needs  by  looking  the  ind.  mot.  goal  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   80  

     

Applica@on  

N1:  mastery    N2:  relatedness  N3:  autonomy  

LA LB

psychological  needs  

N2  N1  

I1:  system-­‐orienta@on  I2:  ac@ng-­‐orienta@on  I3:  interac@ng-­‐orienta@on  

sa7sfies  

Sept.  9,  2014  

N1:  mastery    N2:  relatedness  N3:  autonomy  

I1:  system-­‐orienta@on  I2:  ac@ng-­‐orienta@on  I3:  interac@ng-­‐orienta@on  

An  Ontology  to  Gamify  CL  Scenarios   81  

Applica@on  

LA LB

psychological  needs  

N2  N1  

(2)  Checking  the  necessary  condi@ons  to  play  a  player  type,  and  seing  the  priority  using  the  desired  condi@ons  

Sept.  9,  2014  

N1:  mastery    N2:  relatedness  N3:  autonomy  

I1:  system-­‐orienta@on  I2:  ac@ng-­‐orienta@on  I3:  interac@ng-­‐orienta@on  

An  Ontology  to  Gamify  CL  Scenarios   82  

Applica@on  

LA LB

psychological  needs  

N2  N1  

     ok  

more  priority  

ok  

ok  

ind.  pers.  traits  

I2  I1        

     

sa7sfies  

Sept.  9,  2014  

N1:  mastery    N2:  relatedness  N3:  autonomy  

I1:  system-­‐orienta@on  I2:  ac@ng-­‐orienta@on  I3:  interac@ng-­‐orienta@on  

(3)  Seing  the  player  type  if  no  one  constraint  is  violated  in  the  mot.  strategy  

An  Ontology  to  Gamify  CL  Scenarios   83  

Applica@on  

LA LB

more  priority  

     

Sept.  9,  2014  

N1:  mastery    N2:  relatedness  N3:  autonomy  

I1:  system-­‐orienta@on  I2:  ac@ng-­‐orienta@on  I3:  interac@ng-­‐orienta@on  

An  Ontology  to  Gamify  CL  Scenarios   84  

Applica@on  

LA LB

more  priority  

     

     

Sept.  9,  2014  

N1:  mastery    N2:  relatedness  N3:  autonomy  

I1:  system-­‐orienta@on  I2:  ac@ng-­‐orienta@on  I3:  interac@ng-­‐orienta@on  

(4)  Seing  the  proper  game  mechanics  using  the  structure  gameplay  

An  Ontology  to  Gamify  CL  Scenarios   85  

Applica@on  

LA LB

more  priority  

     

N1:  mastery    N2:  relatedness  N3:  autonomy  

I1:  system-­‐orienta@on  I2:  ac@ng-­‐orienta@on  I3:  interac@ng-­‐orienta@on  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   86  

Applica@on  

LA LB

psychological  needs  

N3  N1  

     

N1:  mastery    N2:  relatedness  N3:  autonomy  

I1:  system-­‐orienta@on  I2:  ac@ng-­‐orienta@on  I3:  interac@ng-­‐orienta@on  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   87  

Applica@on  

LA LB

     ok  

more  priority  

ok  

ok  

     

     

ind.  pers.  traits  

I3  I1  

psychological  needs  

N3  N1  

N1:  mastery    N2:  relatedness  N3:  autonomy  

I1:  system-­‐orienta@on  I2:  ac@ng-­‐orienta@on  I3:  interac@ng-­‐orienta@on  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   88  

     

Applica@on  

LA LB

more  priority  

     

     

     

Conclusions  and  Future  Research  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   89  

•  We  proposed  an  ontology  engineering  approach  to  overcome  the  difficul@es  to  apply  gamifica@on  in  CL  scenarios;  

•  We  made  the  connec@on  among  psychological  needs,  playing  styles  and  game  mechanics  to  define  our  ontology;  

•  We  shown  an  example  of  applica@on  using  the  current  version  of  our  approach;  

Gameplay

Behavior

Needs Satisfaction

Game elements

Game mechanics

Ind. motivation goal

Playing styles (Ind. traits)

Player Role

Motivational Strategy

Conclusions  and  Future  Research  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   90  

•  We  proposed  an  ontology  engineering  approach  to  overcome  the  difficul@es  to  apply  gamifica@on  in  CL  scenarios;  

•  We  made  the  connec@on  among  psychological  needs,  playing  styles  and  game  mechanics  to  define  our  ontology;  

•  We  shown  an  example  of  applica@on  using  the  current  version  of  our  approach;  

Gameplay

Behavior

Needs Satisfaction

Game elements

Game mechanics

Ind. motivation goal

Playing styles (Ind. traits)

Player Role

Motivational Strategy

Affective states

Game dynamics

Game interfaces

•  Future  works:  We  will  complete  the  modeling  of  Gamified  CL  Scenarios,  including:  

•  Design  of  game  dynamics  •  Design  of  game  interfaces  •  Design  of  game  models  •  …  

•  Challco,  G.  C.,  Moreira,  D.,  Mizoguchi,  R.,  &  Isotani,  S.  (2014,  January).  Towards  an  Ontology  for  Gamifying  Collabora@ve  Learning  Scenarios.  In  Intelligent  Tutoring  Systems  (pp.  404-­‐409).  Springer  Interna@onal  Publishing.  

•  Schell,  J.  (2008).  The  Art  of  Game  Design:  A  book  of  lenses.  CRC  Press.  •  Deterding,  S.,  Dixon,  D.,  Khaled,  R.,  &  Nacke,  L.  (2011,  September).  From  game  

design  elements  to  gamefulness:  defining  gamifica@on.  In  Proceedings  of  the  15th  Interna5onal  Academic  MindTrek  Conference:  Envisioning  Future  Media  Environments  (pp.  9-­‐15).  ACM.  

•  Webb,  E.  N.  (2013).  Gamifica@on:  When  It  Works,  When  It  Doesn’t.  In  Design,  User  Experience,  and  Usability.  Health,  Learning,  Playing,  Cultural,  and  Cross-­‐Cultural  User  Experience  (pp.  608–614).  Springer.  

•  Hamari,  J.,  Koivisto,  J.,  &  Sarsa,  H.  (2014,  January).  Does  Gamifica@on  Work?  -­‐  A  Literature  Review  of  Empirical  Studies  on  Gamifica@on.  In  System  Sciences  (HICSS),  2014  47th  Hawaii  Interna5onal  Conference  on  (pp.  3025-­‐3034).  IEEE.  

•  Isotani,  S.,  &  Mizoguchi,  R.  (2007).  Deployment  of  ontologies  for  an  effec@ve  design  of  collabora@ve  learning  scenarios.  In  Groupware:  Design,  Implementa@on,  and  Use  (pp.  223–238).  Springer.  

References  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   91  

(Istoani  et  al.  2009)  

•  Isotani,  S.,  Inaba,  A.,  Ikeda,  M.,  &  Mizoguchi,  R.  (2009).  An  ontology  engineering  approach  to  the  realiza@on  of  theory-­‐driven  group  forma@on.  Interna@onal  Journal  of  Computer-­‐Supported  Collabora@ve  Learning,  4(4),  445–478.    

•  Isotani,  S.,  Mizoguchi,  R.,  Isotani,  S.,  Capeli,  O.  M.,  Isotani,  N.,  De  Albuquerque,  A.  R.,  ...  &  Jaques,  P.  (2013).  A  Seman@c  Web-­‐based  authoring  tool  to  facilitate  the  planning  of  collabora@ve  learning  scenarios  compliant  with  learning  theories.  Computers  &  Educa5on,  63,  267-­‐284.  

•  Pritchard,  R.,  &  Ashwood,  E.  (2008).  Managing  mo5va5on:  A  manager's  guide  to  diagnosing  and  improving  mo5va5on.  Psychology  Press.  

•  Deci,  E.  L.,  &  Ryan,  R.  M.  (2010).  Self-­‐Determina5on.  John  Wiley  &  Sons,  Inc..  •  Pink,  D.  H.  (2011).  Drive:  The  surprising  truth  about  what  mo5vates  us.  Penguin..    •  Laws,  R.  D.  (2002).  Robin's  Laws  of  good  game  mastering.  Steve  Jackson  Games.  •  Bartle,  R.  A.  (2004).  Designing  virtual  worlds.  New  Riders  •  Marczewski,  A.  (2013).  Gamifica5on:  a  simple  introduc5on.  Andrzej  Marczewski.  

References  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   92  

(Istoani  et  al.  2009)  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   93  

References  

(Istoani  et  al.  2009)  

Logo  3  

Ontological  Structure  for  CL  Scenarios  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   94  

CL  Scenario  

Y<=I-­‐goal  

I-­‐goal  

W(A)-­‐goal  

Learning  Strategy  *  

Learner  I-­‐role  

Learner  You-­‐role  

I-­‐goal  

CL  process  *  

G

W(L)-­‐goal  Common  goal  

*  

Interact  Parern  Teaching-­‐learning  process  

*  

I-Role (Role Concept)

Learning Strategy (Context)

depend on

Learner (Potential Player)

playing

I-Role-1 Geiser (Role-playing thing)

Learning by Teaching Tutor

(Role-Holder) Tutor-1

The  model  of  roles  (Mizoguchi  et  al.,  2007)  proposes  the  division  of  Role  in:  •  Role  Concept  •  Poten@al  Player  •  Role-­‐playing  thing  •  Role  Holder  

I-­‐mot  goal:  Internaliza@on  of  mo@va@on  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   95  

Behavior

Needs Satisfaction

Game elements

Game mechanics

Ind. motivation goal

Self-­‐determina@on  Theory  (Deci  &  Ryan,  2010)  …  from  …  to  

LA LB

I-­‐mot  goal  

Internaliza@on  of  mo@va@on  Ini@al  stage  

Goal  stage  Mo@va@on  stage  

Mo@va@on  stage  

is  a   is  a  

         Sa@sfac@on  of  need      

*  

I-­‐mot  goal:  Sa@sfac@on  of  needs  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   96  

Behavior

Needs Satisfaction

Game elements

Game mechanics

Ind. motivation goal

Self-­‐determina@on  Theory  (Deci  &  Ryan,  2010)  

LA LB

I-­‐mot  goal  

Internaliza@on  of  mo@va@on  

is  a   is  a  

*  

Ini@al  stage  

without  need  

Psychological  need  Goal  stage  

         Sa@sfac@on  of  need      

Purpose  

Autonomy  Mastery  

Competence   Relatedness  Autonomy  

Pink  Dan  (2011)  

Applica@on  of  Ontological  Structure  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   97  

Y<=I-­‐goal  

I-­‐mot  goal  

Y<=I-­‐mot  goal  

Learning  Strategy  *  

Mo@va@on  Strategy  *  

Learner  I-­‐player  role  

Learner  You-­‐player  role  

I-­‐mot  goal  *   G

Applica@on  

N1:  mastery    N2:  relatedness  N3:  autonomy  

Gameplay  strategy  I-­‐gameplay  *  

Game  mechanics  What  use  

*  

Enhance  

Gamified  CL  Scenario  

LA LB

(2)  checking  the  necessary  condi@ons  to  play  the  player  roles  and  seing  the  priority  of  scenarios  employing  the  desired  condi@ons  

psychological  needs  

N2  N1        

Can  play  

ind.  pers.  traits  

I2  I1  

Set  priority  

I1:  interact-­‐orienta@on  I2:  user-­‐orienta@on  I3:  system-­‐orienta@on  

Can  play  

Set  priority  

psychological  needs  ind.  pers.  traits  

I3  I1  N3  N1  

Applica@on  of  Ontological  Structure  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   98  

Y<=I-­‐goal  

I-­‐mot  goal  

Y<=I-­‐mot  goal  

Learning  Strategy  *  

Mo@va@on  Strategy  *  

Learner  I-­‐player  role  

Learner  You-­‐player  role  

I-­‐mot  goal  *   G

Applica@on  

S1:  Scenario  for  socializa@on  S2:  Scenario  for  achievement  S3:  Scenario  for  explora@on  

Gameplay  strategy  I-­‐gameplay  *  

Game  mechanics  What  use  

*  

Enhance  

Gamified  CL  Scenario  

LA LB

(3)  checking  the  constraint  for  all  learners,  and  seing    the  player  type  if  no  one  constraint  is  violated  in  the    selected  scenarios  

     

Can  play  

Set  player  role  S1  à  S2  

S3  à  S2  

priority  stack  for  LA  

priority  stack  for  LB  

Selected  scenarios  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   99  

     

     

     

     

more  priority  

less  priority  more  priority  less  priority  

ok  ok  ok  

ok  ok  ok  ok  

ok  

ok  

L(A)  

L(A)  L(B)   L(B)  

L(B)  can’t  play  the  socializer  role  

     

     

Applica@on  of  Ontological  Structure  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   100  

Y<=I-­‐goal  

I-­‐mot  goal  

Y<=I-­‐mot  goal  

Learning  Strategy  *  

Mo@va@on  Strategy  *  

Learner  I-­‐player  role  

Learner  You-­‐player  role  

I-­‐mot  goal  *   G

Applica@on  

S1:  Scenario  for  socializa@on  S2:  Scenario  for  achievement  S3:  Scenario  for  explora@on  

Gameplay  strategy  I-­‐gameplay  *  

Game  mechanics  What  use  

*  

Enhance  

Gamified  CL  Scenario  

LA LB

S1  à  S2  

S3  à  S2  

priority  stack  for  LA  

priority  stack  for  LB  

achiever  

explorer  

Se@ng        

     

(4)  seing  the  proper  game  mechanics  for  all  learners  using  the  selected  scenarios  and  player  types  

•  Mizoguchi,  R.,  Sunagawa,  E.,  Kozaki,  K.,  and    Kitamura,  Y.  (2007).  The  model  of  roles  within  an  ontology  development  tool:  Hozo.  Applied  Ontology,  2(2):159–  179.    

References  

Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   101  

(Istoani  et  al.  2009)