From Games Played by Secondary Students to a Gamification Framework PROCEEDINGS
Ana A. Carvalho, University of Coimbra, Portugal ; Nelson Zagalo, University of Minho, Portugal ; Ines Araujo, University of Coimbra, Portugal
Society for Information Technology & Teacher Education International Conference, in Las Vegas, NV, United States ISBN 978-1-939797-13-1 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
Playing video games is attractive for most students. Most of them have mobile devices and play mobile games anywhere and anytime. In this paper we report the most played digital games by Portuguese students from grades 10 to 12. A survey was conducted in Portugal (n=697) in 2013. The diversity of games played is huge, and there are differences in gender preferences and game habits. We analyzed the students' preferred games according to Gee’s (2003) learning principles and to game elements. Based on this data we propose a gamification framework to create gamified activities for Secondary School students.
Carvalho, A.A., Zagalo, N. & Araujo, I. (2015). From Games Played by Secondary Students to a Gamification Framework. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 737-744). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE). Retrieved November 17, 2018 from https://www.learntechlib.org/primary/p/150080/.
© 2015 Association for the Advancement of Computing in Education (AACE)
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