Please use this identifier to cite or link to this item:
Title: Teaching and learning Modelling and Specification based on gamification
Authors: Moreira, Fernando
Ferreira, Maria João
Fonseco Escudero, David
Santos-Pereira, Carla
Durão, Natércia
Keywords: Gamification
Higher Education
Students engagement
Students motivation
Educational innovation
Requirement Engineering
Modeling and Specification
Issue Date: Jun-2020
Publisher: Iberian Association for Information Systems and Techonologies (AISTI)
Citation: Moreira, F., Ferreira, M. J., Escudero, D. F., Pereira, C. S., & Durão, N. (2020). Teaching and learning Modelling and Specification based on gamification. In Proceedings of 15th Iberian Conference on Information Systems and Technologies (CISTI), Sevilla, Spain, 24-27 June 2020 (pp. 1-6). doi: 10.23919/CISTI49556.2020.9140829. Disponível no Repositório UPT,
Abstract: Video games are understood by society, particularly young people, and young adults, as a form of entertainment. However, given the transformation of society towards the digital, in recent years the games have crossed the barriers of entertainment, and have been used in more ambitious environments and purposes, especially in business and education. In this context, this practice is called gamification, being used at education and aims to make the teaching and learning more attractive and motivating. Gamification, as noted, has the principles of video games, i.e., leverage the elements of the games, which underpin its enormous success, to make learning more engaging, customizable and relevant. Its use in the teachinglearning process has been carried out in parallel with active methodologies, and in the use of learning management systems that include various elements of the game to be integrated into teaching, learning and evaluation activities. In this paper, the gamified programmatic contents idea is presented, and it specifies a level-based programmatic contents structure as well as other gamification elements used, such as points and different types of rewards, the progress bar, the leaderboard, content locking and trading. The gamified programmatic contents will be implemented on the Moodle platform.
ISBN: 978-989-54659-0-3
Appears in Collections:REMIT - Comunicações a Congressos Internacionais / Papers in International Meetings

Files in This Item:
File Description SizeFormat 
P79.pdf202.88 kBAdobe PDFView/Open    Request a copy

Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.