{"id":66188,"date":"2020-07-31T11:59:12","date_gmt":"2020-07-31T11:59:12","guid":{"rendered":"http:\/\/www.kriativ-tech.com\/?p=66188"},"modified":"2020-07-31T13:19:56","modified_gmt":"2020-07-31T13:19:56","slug":"gamification-mechanisms-for-online-learning","status":"publish","type":"post","link":"https:\/\/www.kriativ-tech.com\/?p=66188","title":{"rendered":"Gamification Mechanisms for Online Learning"},"content":{"rendered":"<p>[vc_row][vc_column width=&#8221;1\/2&#8243;][vc_custom_heading heading_semantic=&#8221;p&#8221; text_size=&#8221;h5&#8243; text_height=&#8221;fontheight-843833&#8243; text_font=&#8221;font-213936&#8243;]Kriativ-tech<br \/>\nVolume 1, Issue 7, April 2018, Pages: xxx<br \/>\nReceived: Dec. 28, 2019;<\/p>\n<p>Accepted: Feb. 25, 2020.<\/p>\n<p>Published: Jul. 30, 2020.[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;h3&#8243; text_size=&#8221;h3&#8243;]Authors[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;p&#8221; text_size=&#8221;h5&#8243;]Sandra Pereira Gama<span lang=\"PT\">, Assistant Professor at ISTEC-Porto<\/span>[\/vc_custom_heading][\/vc_column][vc_column width=&#8221;1\/2&#8243;][vc_custom_heading]Media[\/vc_custom_heading][vc_button button_color=&#8221;accent&#8221; border_animation=&#8221;btn-ripple-out&#8221; border_width=&#8221;0&#8243; link=&#8221;url:http%3A%2F%2Fwww.kriativ-tech.com%2Fwp-content%2Fuploads%2F2018%2F02%2FSandraGama_Artigo.pdf||target:%20_blank|&#8221;]PDF[\/vc_button][vc_custom_heading heading_semantic=&#8221;h4&#8243; text_size=&#8221;h4&#8243;]To cite this article[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;p&#8221; text_size=&#8221;h6&#8243;]<\/p>\n<div class=\"page\" title=\"Page 1\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p>Sandra Pereira Gama, <strong>Gamification Mechanisms for Online Learning<\/strong><\/p>\n<\/div>\n<\/div>\n<\/div>\n<p>DOI: 10.31112\/kriativ-tech-2020-06-32[\/vc_custom_heading][\/vc_column][\/vc_row][vc_row row_height_percent=&#8221;0&#8243; overlay_alpha=&#8221;50&#8243; gutter_size=&#8221;1&#8243; column_width_percent=&#8221;100&#8243; shift_y=&#8221;0&#8243; z_index=&#8221;0&#8243;][vc_column column_width_percent=&#8221;100&#8243; override_padding=&#8221;yes&#8221; column_padding=&#8221;1&#8243; overlay_alpha=&#8221;50&#8243; gutter_size=&#8221;0&#8243; medium_width=&#8221;0&#8243; mobile_width=&#8221;0&#8243; shift_x=&#8221;0&#8243; shift_y=&#8221;0&#8243; shift_y_down=&#8221;0&#8243; z_index=&#8221;0&#8243; width=&#8221;1\/1&#8243;][vc_custom_heading heading_semantic=&#8221;h3&#8243; text_size=&#8221;h3&#8243;]Abstract[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;p&#8221; text_size=&#8221;h5&#8243; text_height=&#8221;fontheight-843833&#8243; text_font=&#8221;font-213936&#8243;]Gamification is the adoption of game elements in non-gaming contexts. While it has proven its success in educational settings, online learning presents a set of characteristics one must consider. This article discusses the particularities of online learning and the underlying restrictions of Student-Student Interaction. It presents a set of activities derived from state-of-the-art literature on online learning and gamification.[\/vc_custom_heading][vc_empty_space empty_h=&#8221;2&#8243;][vc_custom_heading heading_semantic=&#8221;h3&#8243; text_size=&#8221;h3&#8243;]Keywords[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;p&#8221; text_size=&#8221;h5&#8243;]<\/p>\n<div class=\"page\" title=\"Page 1\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p>Gamification, Online Learning, Student Engagement, Student-Student Interaction<\/p>\n<p>&nbsp;<\/p>\n<\/div>\n<\/div>\n<\/div>\n<p>[\/vc_custom_heading][\/vc_column][\/vc_row][vc_row][vc_column column_width_percent=&#8221;100&#8243; overlay_alpha=&#8221;50&#8243; gutter_size=&#8221;0&#8243; medium_width=&#8221;0&#8243; mobile_width=&#8221;0&#8243; shift_x=&#8221;0&#8243; shift_y=&#8221;0&#8243; shift_y_down=&#8221;0&#8243; z_index=&#8221;0&#8243; width=&#8221;1\/1&#8243;][vc_custom_heading heading_semantic=&#8221;h3&#8243; text_size=&#8221;h3&#8243;]References[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;p&#8221; text_size=&#8221;h5&#8243; text_height=&#8221;fontheight-843833&#8243; text_font=&#8221;font-213936&#8243;][1]Anderson, T. (2003). Modes of interaction in distance education: Recent developments and research questions. In D. M. Moore (Ed.), Handbook of Distance Education, pp. 129-144. Mahwah, NJ: Erlbaum.<\/p>\n<p>[2]Aguilera, M. and Mendiz, A. (2003). Video games and education: (education in the face of a &#8220;parallel school&#8221;). In Computers in Entertainment, vol. 1, no. 1, pp. 1:1\u20131:10. ACM.<\/p>\n<p>[3]R Barata, G., Gama, S., Jorge, J. and Gon\u00e7alves, D. (2013). Engaging Engineering Students with Gamification &#8211; An empiral study. In Proc. 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), pp. 1-8, Poole.<\/p>\n<p>[4]Barata, G., Gama, S., Jorge, J. and Gon\u00e7alves, D. (2015).\u00a0Gamification for smarter learning: tales from the trenches.\u00a0Smart Learning. Environments.\u00a02,\u00a010. Springer.<\/p>\n<p>[5]Barata, G., Gama, S., Jorge, J. and Gon\u00e7alves, D. (2016). 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