Adaptation of orchestration graphs in gamification
Tomasz Lipczyński, Magdalena Kieruzel, Przemysław Różewski
DOI: http://dx.doi.org/10.15439/2017F214
Citation: Proceedings of the 2017 Federated Conference on Computer Science and Information Systems, M. Ganzha, L. Maciaszek, M. Paprzycki (eds). ACSIS, Vol. 11, pages 995–998 (2017)
Abstract. The term gamification is a relatively new concept, but the use of games for solving a variety of problems is not a new phenomenon. Gamification is applied in many industries such as marketing, politics, health, environment. In education, gamification) is used as a tool to strengthen e-learning systems, motivate students to learn more effectively and engage more in the learning process. Moreover, games provides new insight on learning materials. The concept of orchestration is defined by methods that allow the management of educational activities in such a way that a pedagogical effect is achieved. Orchestration relies on graphs that describe educational scenarios from different viewpoints - structure of activities, pedagogical ideas, workflow. The main aim of the article is to show the possibilities of use orchestration graphs as a tool for supporting gamification (gameducation).
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