Loading presentation...

Present Remotely

Send the link below via email or IM

Copy

Present to your audience

Start remote presentation

  • Invited audience members will follow you as you navigate and present
  • People invited to a presentation do not need a Prezi account
  • This link expires 10 minutes after you close the presentation
  • A maximum of 30 users can follow your presentation
  • Learn more about this feature in our knowledge base article

Do you really want to delete this prezi?

Neither you, nor the coeditors you shared it with will be able to recover it again.

DeleteCancel

CompSysTech2014: Creating Software Engineering Student Interaction Profiles for Discovering Gamification Approaches to Improve Collaboration

http://www.compsystech.org/
by

Antti Knutas

on 7 June 2016

Comments (0)

Please log in to add your comment.

Report abuse

Transcript of CompSysTech2014: Creating Software Engineering Student Interaction Profiles for Discovering Gamification Approaches to Improve Collaboration

Creating Software Engineering Student Interaction Profiles for Discovering Gamification Approaches to Improve Collaboration

Antti Knutas, Jouni Ikonen, Dario Maggiorini, Laura Ripamonti, Jari Porras
Structure
1. Introduction
2. Collaboration and Gamification
3. Research Method and Results
5. Implications
6. Conclusion
Introduction
"
Gamification
is applying game elements to non-game environments."
Collaboration
is students cooperatively working towards a learning goal.
Fact: Collaboration is beneficial*
Fact: Gamification can direct user
behavior in online systems.

With certain conditions!
Our research approach:
1. Build interaction behavior profiles
2. Build teamwork and player profiles
3.
Combine
these profiles for analysis
1.
2.
3.
5 days of data
3366 recorded interactions
+
=
-> Social Network Analysis
1. Belbin teamwork profiles (
how do you work in teams
)
2. Bartle player profiles (
what rewards you in games
)

Interaction profiles
combined with

gamification and collaboration preferences
Leadership
(Task related) communication
Seeker
Monitoring
(other groups)
Research results (profiles)
k-means
clustering
(more details
in the paper)
Implications
Surveys:
Students have distinct behavior profiles that correspond to certain Bartle (game) profiles
Student collaboration can be improved by providing personalized gamification rewards
Future work:
These profiles can be used in gamification system design in order to
encourage beneficial student interactions
Simulation of model and implementing the profile-based gamified collaboration system
Conclusion
Student collaboration behavior and gamification preferences can be abstracted into profile clusters
Student collaboration behavior has place for improvement
Gamification design can benefit from profile clusters to evaluate different approaches
Thank you! Questions or comments?
#compsystech
Mail: antti.knutas@lut.fi
Twitter: @aknutas

The big question
: Which kind of
impact do different gamification approaches have on students?
Full transcript