2017
Autores
Coelho, A; Costa, LM;
Publicação
Immersive Learning Research Network - Third International Conference, iLRN 2017, Coimbra, Portugal, June 26-29, 2017, Proceedings
Abstract
Informal learning can have an important role in today’s Education but, to be effective, it should be contextualized individually for each learner, and situated to enhance experience. Museums have invaluable collections of assets that are in display and curators use their knowledge to engage the audience. Museums are places where informal learning can be fostered to engage the students and provide opportunities for situated learning. Pervasive systems, that take into account context, from both the learner and the location, have a good potential to promote this effectiveness in a gamified process that transforms the regular museum exploration into an engaging experience that provides learning opportunities at the appropriate time and place. In this paper, we propose a gamified approach based on the concept of sticker album collection and its integration in an Augmented Reality (AR) mobile application. The concept of sticker album collection is quite familiar to most people, mainly from their youth, and is the main dynamic of the gamification design, engaging the learner to collect more stickers and progress in the exploration of the museum. As a pervasive solution, we do not use physical support, but instead, a mobile application to provide the learning experiences by uncovering the stickers using AR over the museum collection, in order to enhance the knowledge transfer and rewarding. We present a prototype developed for a boat museum where, digital stickers are obtained by overcoming challenges in the context of the exploration of the boats in the museum. Furthermore, we provide two evaluations fromexperts: a preliminary evaluation of user experienceand a gamification evaluation using the Octalsysframework. © Springer International Publishing AG 2017.
2017
Autores
Cassola, F; Iria, J; Paredes, H; Morgado, L; Coelho, A; Soares, F;
Publicação
GAMES AND LEARNING ALLIANCE, GALA 2017
Abstract
Building automation systems contribute to reduce electricity costs by managing distributed energy resources in an efficient way. However, a large share of consumption cannot be optimized through automation alone, since it mainly depends on human interactions. Gamification can be used as one form of changing users’ behaviours [1], but its implementation does require assumptions on the behaviour patterns that need to
be identified, encouraged, or discouraged. To tackle this problem, we propose a framework that joins building automation solutions with gamification techniques to enable behavioural demand response.
2017
Autores
Cesario, V; Coelho, A; Nisi, V;
Publicação
INTERACTIVE STORYTELLING, ICIDS 2017
Abstract
Museums promote cultural experiences through the exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, particularly teenagers. This Ph.D. proposal in Digital Media explores how digital technologies can facilitate Natural History and Science Museums in fostering and creating immersive museum experiences for teenagers. Especially by using digital storytelling along with location-based gaming. The overall objectives of the work are to establish guidelines, design, develop and study interactive storytelling and gamification experiences in those type of museums focusing in particular on delivering pleasurable and engaging experiences for teens of 15-17 years old.
2017
Autores
Bedkowski, J; Majek, K; Pelka, M; Maslowski, A; Coelho, A; Goncalves, R; Baptista, R; Sanchez, JM;
Publicação
Search and Rescue Robotics - From Theory to Practice
Abstract
2017
Autores
Cesario, V; Nisi, V; Coelho, A;
Publicação
SERIOUS GAMES, INTERACTION AND SIMULATION
Abstract
This paper introduces ClueKing, a children's pervasive game which encompasses context-aware and parents mediation to create an informal learning environment. In this paper we review related theories of inquiry-based learning and parent involvement, the basic pedagogical model, and mobile learning and pervasive games as the technological framework. The basic concept of ClueKing defines an interactive environment where teachers define the learning goals and challenges and parents mediate their application on the home setting, the children schedule and how to promote their engagement. The system's architecture is also presented, as well as the workflows for the development of ClueKing. Since this is work in progress the paper concludes with the next steps and future work to be carried out.
2017
Autores
Silva, D; Coelho, A; Duarte, C; Henriques, PC;
Publicação
SERIOUS GAMES, INTERACTION AND SIMULATION
Abstract
Software developers usually work as a team and in order to improve the team organization and performance several companies use agile methodologies. The efficiency of this methodologies can be improved by the use of project management tools. Several software developers are difficult to motivate on the usage of these tools, as they often claim being disruptive to their workflow. This paper presents the use of gamification to incite software developers to use this kind of tools with the necessary regularity. The main focus of this work is on the tasks completion and the regular use of the project management tool, while insuring the respect of the values proposed by the agile manifesto to software development. The gamification process is described in detail, followed by an application the project management software SCRAIM.
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