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An	
  Ontology	
  Engineering	
  Approach	
  to	
  
Gamify	
  Collabora7ve	
  Learning	
  Scenarios	
  
Geiser	
  Chalco1,	
  Dilvan	
  A.	
  Moreira1,	
  Riichiro	
  Mizoguchi2,	
  
and	
  Seiji	
  Isotani1	
  
20th	
  Interna@onal	
  Conference	
  on	
  Collabora@on	
  and	
  Technology,	
  2014	
  
1University	
  of	
  São	
  Paulo,	
  Brazil.	
  
geiser@usp.br, {dilvan, sisotani}@icmc.usp.br
2Japan	
  Advanced	
  Ins@tute	
  of	
  Science	
  and	
  Technology,	
  Japan.	
  
mizo@jaist.ac.jp
•  Introduc@on:	
  
– Concept	
  of	
  Gamifica@on	
  
– Problem:	
  Gamifica@on	
  in	
  CL	
  Scenarios	
  
•  Approach:	
  Ontological	
  Engineering	
  
– Ontological	
  Structure	
  to	
  Describe	
  Gamified	
  CL	
  
Scenarios	
  
•  Applica@on	
  of	
  Ontological	
  Structure	
  
•  Conclusions	
  and	
  Future	
  Research	
  
Outline	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   2	
  
Games	
  are	
  part	
  of	
  our	
  life	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   3	
  
Games	
  are	
  part	
  of	
  our	
  life	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   4	
  
Source:	
  Entertainment	
  SoUware	
  Associa@on's	
  (2014)	
  &	
  Huffingtonpost	
  (2014)	
  
Games	
  are	
  part	
  of	
  our	
  life	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   5	
  
Source:	
  Entertainment	
  SoUware	
  Associa@on's	
  (2014)	
  &	
  Huffingtonpost	
  (2014)	
  
Why	
  does	
  everyone	
  enjoy	
  playing	
  games?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   6	
  
Engagement	
  
Sa@sfac@on	
  of	
  
psychological	
  needs	
  
Solve	
  
problems	
  	
  
Why	
  does	
  everyone	
  enjoy	
  playing	
  games?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   7	
  
Engagement	
  
Sa@sfac@on	
  of	
  
psychological	
  needs	
  
Solve	
  
problems	
  	
  
Games	
  are	
  problem-­‐solving	
  ac7vi7es	
  
(finding	
  a	
  way	
  to	
  destroy	
  the	
  other)	
  
(feeling	
  successful)	
  
Why	
  does	
  everyone	
  enjoy	
  playing	
  games?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   8	
  
Engagement	
  
Sa@sfac@on	
  of	
  
psychological	
  needs	
  
Solve	
  
problems	
  	
  
Games	
  are	
  problem-­‐solving	
  ac7vi7es	
  
(finding	
  a	
  way	
  to	
  destroy	
  the	
  other)	
  
(feeling	
  successful)	
  
Games	
  are	
  problem-­‐solving	
  ac7vi7es	
  
approached	
  with	
  a	
  playful	
  a@tude	
  (voluntary)	
  
	
  
Game	
  
Elements	
  
(endogenous)	
  
Why	
  does	
  everyone	
  enjoy	
  playing	
  games?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   9	
  
Engagement	
  
Sa@sfac@on	
  of	
  
psychological	
  needs	
  
Solve	
  
problems	
  	
  
Games	
  are	
  problem-­‐solving	
  ac7vi7es	
  
(finding	
  a	
  way	
  to	
  destroy	
  the	
  other)	
  
(feeling	
  successful)	
  
Games	
  are	
  problem-­‐solving	
  ac7vi7es	
  
approached	
  with	
  a	
  playful	
  a@tude	
  (voluntary)	
  
	
  
Game	
  
Elements	
  
(endogenous)	
  
must	
  probably	
  solve	
  
more	
  problems	
  to	
  gain	
  
points	
  and	
  to	
  feel	
  more	
  
successful	
  
Leaderboards	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   10	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   11	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   12	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   13	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   14	
  
What	
  is	
  Gamifica@on?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   15	
  
The	
  use	
  of	
  game	
  design	
  elements	
  in	
  non-­‐game	
  contexts	
  (Deterding	
  et	
  
al.	
  2011)	
  
Playful	
  Design	
  Pervasive	
  Games	
  
Serious	
  Games	
   Gamifica@on	
  
What	
  is	
  Gamifica@on?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   16	
  
The	
  use	
  of	
  game	
  design	
  elements	
  in	
  non-­‐game	
  contexts	
  (Deterding	
  et	
  
al.	
  2011)	
  
Playful	
  Design	
  Pervasive	
  Games	
  
Serious	
  Games	
   Gamifica@on	
  
Gaming	
  
Playing	
  -­‐	
  Playfulness	
  
Rule-­‐base	
  systems	
  
that	
  are	
  design	
  to	
  
be	
  playful	
  
What	
  is	
  Gamifica@on?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   17	
  
The	
  use	
  of	
  game	
  design	
  elements	
  in	
  non-­‐game	
  contexts	
  (Deterding	
  et	
  
al.	
  2011)	
  
Playful	
  Design	
  Pervasive	
  Games	
  
Serious	
  Games	
   Gamifica@on	
  
Gaming	
  
Playing	
  -­‐	
  Playfulness	
  
Rule-­‐base	
  systems	
  
that	
  are	
  design	
  to	
  
be	
  playful	
  
Elements	
  Whole	
  
How	
  to	
  use	
  game	
  
elements	
  in	
  non-­‐
game	
  applica@on	
  
What	
  is	
  Gamifica@on?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   18	
  
The	
  use	
  of	
  game	
  design	
  elements	
  in	
  non-­‐game	
  contexts	
  (Deterding	
  et	
  
al.	
  2011)	
  
Playful	
  Design	
  Pervasive	
  Games	
  
Serious	
  Games	
   Gamifica@on	
  
Gaming	
  
Playing	
  -­‐	
  Playfulness	
  
Rule-­‐base	
  systems	
  
that	
  are	
  design	
  to	
  
be	
  playful	
  
Elements	
  Whole	
  
How	
  to	
  use	
  game	
  
elements	
  in	
  non-­‐
game	
  applica@on	
  
Design	
  of:	
  
•  Game	
  interface	
  
•  Game	
  mechanics	
  
•  …	
  
Does	
  Gamifica@on	
  really	
  work?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   19	
  
Does	
  Gamifica@on	
  really	
  work?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   20	
  
Does	
  Gamifica@on	
  really	
  work?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   21	
  
Many	
  uses	
  of	
  gamifica@on	
  are	
  incorrect	
  or	
  poorly	
  designed	
  (Webb,	
  2013)	
  
Does	
  Gamifica@on	
  really	
  work?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   22	
  
Many	
  uses	
  of	
  gamifica@on	
  are	
  incorrect	
  or	
  poorly	
  designed	
  (Webb,	
  2013)	
  
Reason:	
  misconcep@on	
  about	
  what	
  mo7vates	
  a	
  
person	
  to	
  con@nue	
  using	
  a	
  gamified	
  applica@on	
  
Does	
  Gamifica@on	
  really	
  work?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   23	
  
Many	
  uses	
  of	
  gamifica@on	
  are	
  incorrect	
  or	
  poorly	
  designed	
  (Webb,	
  2013)	
  
Reason:	
  misconcep@on	
  about	
  what	
  mo@vates	
  a	
  person	
  to	
  con@nue	
  
using	
  a	
  game	
  or	
  gamified	
  applica@on	
  
Does	
  Gamifica@on	
  really	
  work?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   24	
  
Many	
  uses	
  of	
  gamifica@on	
  are	
  incorrect	
  or	
  poorly	
  designed	
  (Webb,	
  2013)	
  
Reason:	
  misconcep@on	
  about	
  what	
  mo@vates	
  a	
  person	
  to	
  con@nue	
  
using	
  a	
  game	
  or	
  gamified	
  applica@on	
  
Does	
  Gamifica@on	
  really	
  work?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   25	
  
Many	
  uses	
  of	
  gamifica@on	
  are	
  incorrect	
  or	
  poorly	
  designed	
  (Webb,	
  2013)	
  
Reason:	
  misconcep@on	
  about	
  what	
  mo@vates	
  a	
  person	
  to	
  con@nue	
  
using	
  a	
  game	
  or	
  gamified	
  applica@on	
  
(Hamari,	
  et	
  al.	
  2014)	
  
Results	
   Nro	
  
Studies	
  
All	
  tests	
  posi@ve	
   2	
  
Posi7ve	
  results	
  in	
  
part	
  of	
  the	
  tests	
  
13	
  
Only	
  descrip@ve	
   7	
  
Does	
  Gamifica@on	
  really	
  work?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   26	
  
Many	
  uses	
  of	
  gamifica@on	
  are	
  incorrect	
  or	
  poorly	
  designed	
  (Webb,	
  2013)	
  
Reason:	
  misconcep@on	
  about	
  what	
  mo@vates	
  a	
  person	
  to	
  con@nue	
  
using	
  a	
  game	
  or	
  gamified	
  applica@on	
  
(Hamari,	
  et	
  al.	
  2014)	
  
Results	
   Nro	
  
Studies	
  
All	
  tests	
  posi@ve	
   2	
  
Posi7ve	
  results	
  in	
  
part	
  of	
  the	
  tests	
  
13	
  
Only	
  descrip@ve	
   7	
  
Context	
  is	
  
an	
  essencial	
  
Does	
  Gamifica@on	
  really	
  work?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   27	
  
Many	
  uses	
  of	
  gamifica@on	
  are	
  incorrect	
  or	
  poorly	
  designed	
  (Webb,	
  2013)	
  
Reason:	
  misconcep@on	
  about	
  what	
  mo@vates	
  a	
  person	
  to	
  con@nue	
  
using	
  a	
  game	
  or	
  gamified	
  applica@on	
  
(Hamari,	
  et	
  al.	
  2014)	
  
Results	
   Nro	
  
Studies	
  
All	
  tests	
  posi@ve	
   2	
  
Posi7ve	
  results	
  in	
  
part	
  of	
  the	
  tests	
  
13	
  
Only	
  descrip@ve	
   7	
  
Context	
  is	
  
an	
  essencial	
  
Does	
  Gamifica@on	
  really	
  work?	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   28	
  
Many	
  uses	
  of	
  gamifica@on	
  are	
  incorrect	
  or	
  poorly	
  designed	
  (Webb,	
  2013)	
  
Reason:	
  misconcep@on	
  about	
  what	
  mo@vates	
  a	
  person	
  to	
  con@nue	
  
using	
  a	
  game	
  or	
  gamified	
  applica@on	
  
(Hamari,	
  et	
  al.	
  2014)	
  
Results	
   Nro	
  
Studies	
  
All	
  tests	
  posi@ve	
   2	
  
Posi7ve	
  results	
  in	
  
part	
  of	
  the	
  tests	
  
13	
  
Only	
  descrip@ve	
   7	
  
Context	
  is	
  
an	
  essencial	
  
Problem:	
  Gamifica@on	
  in	
  CL	
  Scenarios	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
  
Instruc@onal	
  
Designer	
  
CSCL	
  Script	
  
(IMS-­‐LD)	
  
CL	
  Ac@vi@es	
  (interac@ons)	
  	
  	
  	
  
CL	
  Scenario	
  
LA	
   LB	
  
LC	
  
29	
  
Problem:	
  Gamifica@on	
  in	
  CL	
  Scenarios	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
  
Instruc@onal	
  
Designer	
  
CSCL	
  Script	
  
(IMS-­‐LD)	
  
CL	
  Ac@vi@es	
  (interac@ons)	
  	
  	
  	
  
CL	
  Scenario	
  
LA	
   LB	
  
LC	
  
demo7va7on	
  
•  Neglect	
  his	
  personal	
  skills	
  to	
  complete	
  a	
  task	
  as	
  it	
  was	
  requested	
  
•  Sense	
  of	
  obliga@on	
  imposes	
  by	
  the	
  script	
  
30	
  
Problem:	
  Gamifica@on	
  in	
  CL	
  Scenarios	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
  
Instruc@onal	
  
Designer	
  
CSCL	
  Script	
  
(IMS-­‐LD)	
  
CL	
  Ac@vi@es	
  (interac@ons)	
  	
  	
  	
  
CL	
  Scenario	
  
LA	
   LB	
  
LC	
  
nega@ve	
  aitudes	
  
degrade	
  dynamics	
  
nega7ve	
  learning	
  outcomes	
  
+	
  demo7va7on	
  
•  Neglect	
  his	
  personal	
  skills	
  to	
  complete	
  a	
  task	
  as	
  it	
  was	
  requested	
  
•  Sense	
  of	
  obliga@on	
  imposes	
  by	
  the	
  script	
  
31	
  
Problem:	
  Gamifica@on	
  in	
  CL	
  Scenarios	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
  
Instruc@onal	
  
Designer	
  
CSCL	
  Script	
  
(IMS-­‐LD)	
  
CL	
  Ac@vi@es	
  (interac@ons)	
  	
  	
  	
  
CL	
  Scenario	
  
LA	
   LB	
  
LC	
  
nega@ve	
  aitudes	
  
degrade	
  dynamics	
  
nega7ve	
  learning	
  outcomes	
  
+	
  demo7va7on	
  
•  Neglect	
  his	
  personal	
  skills	
  to	
  complete	
  a	
  task	
  as	
  it	
  was	
  requested	
  
•  Sense	
  of	
  obliga@on	
  imposes	
  by	
  the	
  script	
  
Efficient+	
  
Beneficial	
  +	
  
32	
  
Problem:	
  Gamifica@on	
  in	
  CL	
  Scenarios	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
  
Instruc@onal	
  
Designer	
  
CSCL	
  Script	
  
(IMS-­‐LD)	
  
CL	
  Ac@vi@es	
  (interac@ons)	
  	
  	
  	
  
CL	
  Scenario	
  
LA	
   LB	
  
LC	
  
nega@ve	
  aitudes	
  
degrade	
  dynamics	
  
nega7ve	
  learning	
  outcomes	
  
+	
  demo7va7on	
  
•  Neglect	
  his	
  personal	
  skills	
  to	
  complete	
  a	
  task	
  as	
  it	
  was	
  requested	
  
•  Sense	
  of	
  obliga@on	
  imposes	
  by	
  the	
  script	
  
Efficient+	
  
Beneficial	
  +	
  
33	
  
Problem:	
  Gamifica@on	
  in	
  CL	
  Scenarios	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
  
Instruc@onal	
  
Designer	
  
CSCL	
  Script	
  
(IMS-­‐LD)	
  
CL	
  Ac@vi@es	
  (interac@ons)	
  	
  	
  	
  
CL	
  Scenario	
  
LA	
   LB	
  
LC	
  
nega@ve	
  aitudes	
  
degrade	
  dynamics	
  
nega7ve	
  learning	
  outcomes	
  
+	
  demo7va7on	
  
•  Neglect	
  his	
  personal	
  skills	
  to	
  complete	
  a	
  task	
  as	
  it	
  was	
  requested	
  
•  Sense	
  of	
  obliga@on	
  imposes	
  by	
  the	
  script	
  
Efficient+	
  
Beneficial	
  +	
  
I	
  don’t	
  want	
  to	
  game	
  
points…	
  I	
  want	
  to	
  
34	
  
Problem:	
  Gamifica@on	
  in	
  CL	
  Scenarios	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
  
Instruc@onal	
  
Designer	
  
CSCL	
  Script	
  
(IMS-­‐LD)	
  
CL	
  Ac@vi@es	
  (interac@ons)	
  	
  	
  	
  
CL	
  Scenario	
  
LA	
   LB	
  
LC	
  
nega@ve	
  aitudes	
  
degrade	
  dynamics	
  
nega7ve	
  learning	
  outcomes	
  
+	
  demo7va7on	
  
•  Neglect	
  his	
  personal	
  skills	
  to	
  complete	
  a	
  task	
  as	
  it	
  was	
  requested	
  
•  Sense	
  of	
  obliga@on	
  imposes	
  by	
  the	
  script	
  
Efficient+	
  
Beneficial	
  +	
  
I	
  don’t	
  want	
  to	
  game	
  
points…	
  I	
  want	
  to	
  
Make	
  social	
  
connec@on	
  
35	
  
Problem:	
  Gamifica@on	
  in	
  CL	
  Scenarios	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
  
Instruc@onal	
  
Designer	
  
CSCL	
  Script	
  
(IMS-­‐LD)	
  
CL	
  Ac@vi@es	
  (interac@ons)	
  	
  	
  	
  
CL	
  Scenario	
  
LA	
   LB	
  
LC	
  
nega@ve	
  aitudes	
  
degrade	
  dynamics	
  
nega7ve	
  learning	
  outcomes	
  
+	
  demo7va7on	
  
•  Neglect	
  his	
  personal	
  skills	
  to	
  complete	
  a	
  task	
  as	
  it	
  was	
  requested	
  
•  Sense	
  of	
  obliga@on	
  imposes	
  by	
  the	
  script	
  
Efficient+	
  
Beneficial	
  +	
  
I	
  don’t	
  want	
  to	
  game	
  
points…	
  I	
  want	
  to	
  
Make	
  social	
  
connec@on	
  
Explore	
  new	
  
challenges	
  
36	
  
Problem:	
  Gamifica@on	
  in	
  CL	
  Scenarios	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
  
Instruc@onal	
  
Designer	
  
CSCL	
  Script	
  
(IMS-­‐LD)	
  
CL	
  Ac@vi@es	
  (interac@ons)	
  	
  	
  	
  
CL	
  Scenario	
  
LA	
   LB	
  
LC	
  
nega@ve	
  aitudes	
  
degrade	
  dynamics	
  
nega7ve	
  learning	
  outcomes	
  
+	
  demo7va7on	
  
•  Neglect	
  his	
  personal	
  skills	
  to	
  complete	
  a	
  task	
  as	
  it	
  was	
  requested	
  
•  Sense	
  of	
  obliga@on	
  imposes	
  by	
  the	
  script	
  
Efficient+	
  
Beneficial	
  +	
  
I	
  don’t	
  want	
  to	
  game	
  
points…	
  I	
  want	
  to	
  
Make	
  social	
  
connec@on	
  
Explore	
  new	
  
challenges	
  
WIN!	
  
37	
  
Problem:	
  Gamifica@on	
  in	
  CL	
  Scenarios	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
  
Instruc@onal	
  
Designer	
  
CSCL	
  Script	
  
(IMS-­‐LD)	
  
CL	
  Ac@vi@es	
  (interac@ons)	
  	
  	
  	
  
CL	
  Scenario	
  
LA	
   LB	
  
LC	
  
nega@ve	
  aitudes	
  
degrade	
  dynamics	
  
nega7ve	
  learning	
  outcomes	
  
+	
  demo7va7on	
  
•  Neglect	
  his	
  personal	
  skills	
  to	
  complete	
  a	
  task	
  as	
  it	
  was	
  requested	
  
•  Sense	
  of	
  obliga@on	
  imposes	
  by	
  the	
  script	
  
Efficient+	
  
Beneficial	
  +	
  
I	
  don’t	
  want	
  to	
  game	
  
points…	
  I	
  want	
  to	
  
Make	
  social	
  
connec@on	
  
Explore	
  new	
  
challenges	
  
WIN!	
  
38	
  
Problem:	
  Gamifica@on	
  in	
  CL	
  Scenarios	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
  
Instruc@onal	
  
Designer	
  
CSCL	
  Script	
  
(IMS-­‐LD)	
  
CL	
  Ac@vi@es	
  (interac@ons)	
  	
  	
  	
  
CL	
  Scenario	
  
LA	
   LB	
  
LC	
  
nega@ve	
  aitudes	
  
degrade	
  dynamics	
  
nega7ve	
  learning	
  outcomes	
  
+	
  demo7va7on	
  
•  Neglect	
  his	
  personal	
  skills	
  to	
  complete	
  a	
  task	
  as	
  it	
  was	
  requested	
  
•  Sense	
  of	
  obliga@on	
  imposes	
  by	
  the	
  script	
  
Efficient+	
  
Beneficial	
  +	
  
I	
  don’t	
  want	
  to	
  game	
  
points…	
  I	
  want	
  to	
  
Make	
  social	
  
connec@on	
  
Explore	
  new	
  
challenges	
  
WIN!	
  
Tests	
  
39	
  
Problem:	
  Gamifica@on	
  in	
  CL	
  Scenarios	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
  
Instruc@onal	
  
Designer	
  
CSCL	
  Script	
  
(IMS-­‐LD)	
  
CL	
  Ac@vi@es	
  (interac@ons)	
  	
  	
  	
  
CL	
  Scenario	
  
LA	
   LB	
  
LC	
  
nega@ve	
  aitudes	
  
degrade	
  dynamics	
  
nega7ve	
  learning	
  outcomes	
  
+	
  demo7va7on	
  
•  Neglect	
  his	
  personal	
  skills	
  to	
  complete	
  a	
  task	
  as	
  it	
  was	
  requested	
  
•  Sense	
  of	
  obliga@on	
  imposes	
  by	
  the	
  script	
  
Efficient+	
  
Beneficial	
  +	
  
I	
  don’t	
  want	
  to	
  game	
  
points…	
  I	
  want	
  to	
  
Make	
  social	
  
connec@on	
  
Explore	
  new	
  
challenges	
  
WIN!	
  
Tests	
  
40	
  
Problem:	
  Gamifica@on	
  in	
  CL	
  Scenarios	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
  
Instruc@onal	
  
Designer	
  
CSCL	
  Script	
  
(IMS-­‐LD)	
  
CL	
  Ac@vi@es	
  (interac@ons)	
  	
  	
  	
  
CL	
  Scenario	
  
LA	
   LB	
  
LC	
  
nega@ve	
  aitudes	
  
degrade	
  dynamics	
  
nega7ve	
  learning	
  outcomes	
  
+	
  demo7va7on	
  
•  Neglect	
  his	
  personal	
  skills	
  to	
  complete	
  a	
  task	
  as	
  it	
  was	
  requested	
  
•  Sense	
  of	
  obliga@on	
  imposes	
  by	
  the	
  script	
  
Efficient+	
  
Beneficial	
  +	
  
I	
  don’t	
  want	
  to	
  game	
  
points…	
  I	
  want	
  to	
  
Make	
  social	
  
connec@on	
  
Explore	
  new	
  
challenges	
  
WIN!	
  
Tests	
  
Context	
  and	
  needs	
  
of	
  learners	
  change	
  
41	
  
Approach:	
  Ontological	
  Engineering	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   42	
  
Ontologies	
  
(Structures)	
  
Knowledge	
  
Bases	
  
(Models)	
  
Best	
  Prac7ces	
  and	
  
Theories	
  of	
  Gamifica7on	
  	
  
Describe	
  informa@on	
  
Support	
  for	
  the	
  
development	
  of	
  
Instr.	
  designer/	
  
teacher/researcher	
  
Ø design	
  gamified	
  CL	
  scenarios	
  
Ø evaluate	
  the	
  prac@ces	
  and	
  theories	
  
Ø es@mate	
  and	
  calculate	
  the	
  benefits	
  
Ontology-­‐aware	
  systems	
  	
  
From	
  CL	
  Scenario	
  To	
  Gamified	
  CL	
  Scenario	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   43	
  
Gamifed	
  CL	
  Scenario	
  
CL	
  Scenario	
  
Y<=I-­‐goal	
  
I-­‐goal	
  
W(A)-­‐goal	
  
Learning	
  Strategy	
  
*	
  
Learner	
  
I-­‐role	
  
Learner	
  
You-­‐role	
  
I-­‐goal	
  
CL	
  process	
  
*	
  
G
W(L)-­‐goal	
  
Common	
  goal	
  
*	
  
Interact	
  Parern	
  
Teaching-­‐learning	
  process	
  
*	
  
From	
  CL	
  Scenario	
  To	
  Gamified	
  CL	
  Scenario	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   44	
  
Gamifed	
  CL	
  Scenario	
  
Modeling
of Learner's
Development
Learner	
  Growth	
  Model	
  
(Isotani	
  &	
  Mizoguchi,	
  2007)	
  
CL	
  Scenario	
  
Y<=I-­‐goal	
  
I-­‐goal	
  
W(A)-­‐goal	
  
Learning	
  Strategy	
  
*	
  
Learner	
  
I-­‐role	
  
Learner	
  
You-­‐role	
  
I-­‐goal	
  
CL	
  process	
  
*	
  
G
W(L)-­‐goal	
  
Common	
  goal	
  
*	
  
Interact	
  Parern	
  
Teaching-­‐learning	
  process	
  
*	
  
From	
  CL	
  Scenario	
  To	
  Gamified	
  CL	
  Scenario	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   45	
  
Gamifed	
  CL	
  Scenario	
  
Modeling
of Learner's
Development
Learner	
  Growth	
  Model	
  
(Isotani	
  &	
  Mizoguchi,	
  2007)	
  
Formation
of Effective
Groups
Learners	
  
Effec@ve	
  Groups	
  
(Isotani	
  et	
  al.,	
  2009)	
  
CL	
  Scenario	
  
Y<=I-­‐goal	
  
I-­‐goal	
  
W(A)-­‐goal	
  
Learning	
  Strategy	
  
*	
  
Learner	
  
I-­‐role	
  
Learner	
  
You-­‐role	
  
I-­‐goal	
  
CL	
  process	
  
*	
  
G
W(L)-­‐goal	
  
Common	
  goal	
  
*	
  
Interact	
  Parern	
  
Teaching-­‐learning	
  process	
  
*	
  
From	
  CL	
  Scenario	
  To	
  Gamified	
  CL	
  Scenario	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   46	
  
Gamifed	
  CL	
  Scenario	
  
Modeling
of Learner's
Development
Learner	
  Growth	
  Model	
  
(Isotani	
  &	
  Mizoguchi,	
  2007)	
  
Formation
of Effective
Groups
Learners	
  
Effec@ve	
  Groups	
  
(Isotani	
  et	
  al.,	
  2009)	
  
Design of
CL Scenarios
LA LB
Tutor Tutee
ü Learning	
  Strategies	
  
ü Learning	
  Goals	
  
ü Group	
  Goals	
  
ü Roles	
  
(Isotani	
  et	
  al.,	
  2013)	
  
CL	
  Scenario	
  
Y<=I-­‐goal	
  
I-­‐goal	
  
W(A)-­‐goal	
  
Learning	
  Strategy	
  
*	
  
Learner	
  
I-­‐role	
  
Learner	
  
You-­‐role	
  
I-­‐goal	
  
CL	
  process	
  
*	
  
G
W(L)-­‐goal	
  
Common	
  goal	
  
*	
  
Interact	
  Parern	
  
Teaching-­‐learning	
  process	
  
*	
  
From	
  CL	
  Scenario	
  To	
  Gamified	
  CL	
  Scenario	
  
47	
  Sept.	
  9,	
  2014	
  
Modeling
of Learner's
Development
Formation
of Effective
Groups
Design of
CL Scenarios
Apply
Gamification
CL	
  Scenario	
  
Y<=I-­‐goal	
  
I-­‐goal	
  
W(A)-­‐goal	
  
Learning	
  Strategy	
  
*	
  
Learner	
  
I-­‐role	
  
Learner	
  
You-­‐role	
  
I-­‐goal	
  
CL	
  process	
  
*	
  
G
W(L)-­‐goal	
  
Common	
  goal	
  
*	
  
Interact	
  Parern	
  
Teaching-­‐learning	
  process	
  
*	
  
LA LB
Tutor Tutee
“the	
  use	
  of	
  game	
  design	
  
elements	
  in	
  non-­‐game	
  …”	
  
	
  
Gamifed	
  CL	
  Scenario	
  
An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
  
Unlockable	
  
System	
  
Point	
  
System	
  
Badge	
  
System	
  
From	
  CL	
  Scenario	
  To	
  Gamified	
  CL	
  Scenario	
  
48	
  Sept.	
  9,	
  2014	
  
Modeling
of Learner's
Development
Formation
of Effective
Groups
Design of
CL Scenarios
Apply
Gamification
CL	
  Scenario	
  
Y<=I-­‐goal	
  
I-­‐goal	
  
W(A)-­‐goal	
  
Learning	
  Strategy	
  
*	
  
Learner	
  
I-­‐role	
  
Learner	
  
You-­‐role	
  
I-­‐goal	
  
CL	
  process	
  
*	
  
G
W(L)-­‐goal	
  
Common	
  goal	
  
*	
  
Interact	
  Parern	
  
Teaching-­‐learning	
  process	
  
*	
  
LA LB
Tutor Tutee
“the	
  use	
  of	
  game	
  design	
  
elements	
  in	
  non-­‐game	
  …”	
  
	
  
•  What	
  game	
  mechanics	
  must	
  be	
  
used	
  to	
  mo7vate	
  the	
  learners?	
  
Gamifed	
  CL	
  Scenario	
  
Only:	
  design	
  of	
  game	
  mechanics	
  
An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
  
Unlockable	
  
System	
  
Point	
  
System	
  
Badge	
  
System	
  
LA LB
Mo@va@on	
  and	
  Game	
  Mechanics	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   49	
  
Mo@va@on	
  is	
  the	
  process	
  used	
  to	
  allocate	
  energy	
  to	
  maximize	
  the	
  
sa7sfac7on	
  of	
  needs	
  (Pritchard	
  &	
  Ashwood,	
  2008).	
  
Behavior
Needs Satisfaction
LA LB
Mo@va@on	
  and	
  Game	
  Mechanics	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   50	
  
Mo@va@on	
  is	
  the	
  process	
  used	
  to	
  allocate	
  energy	
  to	
  maximize	
  the	
  
sa7sfac7on	
  of	
  needs	
  (Pritchard	
  &	
  Ashwood,	
  2008).	
  
Behavior
Needs Satisfaction
Game
elements
LA LB
Mo@va@on	
  and	
  Game	
  Mechanics	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   51	
  
Mo@va@on	
  is	
  the	
  process	
  used	
  to	
  allocate	
  energy	
  to	
  maximize	
  the	
  
sa7sfac7on	
  of	
  needs	
  (Pritchard	
  &	
  Ashwood,	
  2008).	
  
Behavior
Needs Satisfaction
Game
elements
change	
  or	
  intensify	
  
his	
  needs	
  
LA LB
Mo@va@on	
  and	
  Game	
  Mechanics	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   52	
  
Mo@va@on	
  is	
  the	
  process	
  used	
  to	
  allocate	
  energy	
  to	
  maximize	
  the	
  
sa7sfac7on	
  of	
  needs	
  (Pritchard	
  &	
  Ashwood,	
  2008).	
  
Behavior
Needs Satisfaction
Game
elements
change	
  or	
  intensify	
  
his	
  needs	
  
The	
  proper	
  combina@on	
  of	
  different	
  game	
  elements	
  
provides	
  an	
  adequate	
  environment	
  for	
  all	
  learners.	
  
LA LB
Mo@va@on	
  and	
  Game	
  Mechanics	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   53	
  
Mo@va@on	
  is	
  the	
  process	
  used	
  to	
  allocate	
  energy	
  to	
  maximize	
  the	
  
sa7sfac7on	
  of	
  needs	
  (Pritchard	
  &	
  Ashwood,	
  2008).	
  
Behavior
Needs Satisfaction
Game
elements
change	
  or	
  intensify	
  
his	
  needs	
  
The	
  proper	
  combina@on	
  of	
  different	
  game	
  elements	
  
provides	
  an	
  adequate	
  environment	
  for	
  all	
  learners.	
  
•  Game	
  mechanics(GM):	
  inputs	
  (CL	
  scenario)	
  -­‐>	
  output	
  (gaming)	
  
Game
mechanics
LA LB
Mo@va@on	
  and	
  Game	
  Mechanics	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   54	
  
Mo@va@on	
  is	
  the	
  process	
  used	
  to	
  allocate	
  energy	
  to	
  maximize	
  the	
  
sa7sfac7on	
  of	
  needs	
  (Pritchard	
  &	
  Ashwood,	
  2008).	
  
Behavior
Needs Satisfaction
Game
elements
change	
  or	
  intensify	
  
his	
  needs	
  
The	
  proper	
  combina@on	
  of	
  different	
  game	
  elements	
  
provides	
  an	
  adequate	
  environment	
  for	
  all	
  learners.	
  
•  Game	
  mechanics(GM):	
  inputs	
  (CL	
  scenario)	
  -­‐>	
  output	
  (gaming)	
  
Game
mechanics
Point	
  System	
  
LA LB
Mo@va@on	
  and	
  Game	
  Mechanics	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   55	
  
Mo@va@on	
  is	
  the	
  process	
  used	
  to	
  allocate	
  energy	
  to	
  maximize	
  the	
  
sa7sfac7on	
  of	
  needs	
  (Pritchard	
  &	
  Ashwood,	
  2008).	
  
Behavior
Needs Satisfaction
Game
elements
change	
  or	
  intensify	
  
his	
  needs	
  
The	
  proper	
  combina@on	
  of	
  different	
  game	
  elements	
  
provides	
  an	
  adequate	
  environment	
  for	
  all	
  learners.	
  
•  Game	
  mechanics(GM):	
  inputs	
  (CL	
  scenario)	
  -­‐>	
  output	
  (gaming)	
  
Game
mechanics
Point	
  System	
   Social	
  Connec@on	
  
LA LB
Mo@va@on	
  and	
  Game	
  Mechanics	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   56	
  
Mo@va@on	
  is	
  the	
  process	
  used	
  to	
  allocate	
  energy	
  to	
  maximize	
  the	
  
sa7sfac7on	
  of	
  needs	
  (Pritchard	
  &	
  Ashwood,	
  2008).	
  
Behavior
Needs Satisfaction
Game
elements
change	
  or	
  intensify	
  
his	
  needs	
  
The	
  proper	
  combina@on	
  of	
  different	
  game	
  elements	
  
provides	
  an	
  adequate	
  environment	
  for	
  all	
  learners.	
  
•  Game	
  mechanics(GM):	
  inputs	
  (CL	
  scenario)	
  -­‐>	
  output	
  (gaming)	
  
Game
mechanics
Point	
  System	
   Social	
  Connec@on	
  
demonstrate	
  mastery	
   relatedness	
  
LA LB
Mo@va@on	
  and	
  Game	
  Mechanics	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   57	
  
Mo@va@on	
  is	
  the	
  process	
  used	
  to	
  allocate	
  energy	
  to	
  maximize	
  the	
  
sa7sfac7on	
  of	
  needs	
  (Pritchard	
  &	
  Ashwood,	
  2008).	
  
Behavior
Needs Satisfaction
Game
elements
change	
  or	
  intensify	
  
his	
  needs	
  
The	
  proper	
  combina@on	
  of	
  different	
  game	
  elements	
  
provides	
  an	
  adequate	
  environment	
  for	
  all	
  learners.	
  
•  Game	
  mechanics(GM):	
  inputs	
  (CL	
  scenario)	
  -­‐>	
  output	
  (gaming)	
  
Game
mechanics
Point	
  System	
   Social	
  Connec@on	
  
demonstrate	
  mastery	
   relatedness	
  
Every	
  GM	
  is	
  Customized	
  (ind.needs)	
  
-­‐>	
  Increase	
  his	
  liking	
  for	
  CL	
  Ac@vi@es	
  
Internaliza@on	
  
of	
  mo@va@on	
  
I-­‐mot	
  goal:	
  Individual	
  mo@va@onal	
  goal	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   58	
  
Behavior
Needs Satisfaction
Game
elements
Ind. motivational goal
Internaliza@on	
  of	
  mo@va@on	
  	
  
Sa@sfac@on	
  of	
  needs	
  
*	
  
An	
  individual	
  mo7va7onal	
  goal	
  represents	
  the	
  expected	
  changes	
  on	
  
the	
  mind	
  of	
  a	
  learner	
  using	
  game	
  mechanics.	
  	
  
	
  
Game
mechanics
I-­‐mot	
  goal:	
  Individual	
  mo@va@onal	
  goal	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   59	
  
Behavior
Needs Satisfaction
Game
elements
Ind. motivational goal
Internaliza@on	
  of	
  mo@va@on	
  	
  
Sa@sfac@on	
  of	
  needs	
  
*	
  
An	
  individual	
  mo7va7onal	
  goal	
  represents	
  the	
  expected	
  changes	
  on	
  
the	
  mind	
  of	
  a	
  learner	
  using	
  game	
  mechanics.	
  	
  
	
  
•  Amo@va@on	
  -­‐>	
  External	
  Reg.	
  
•  (External	
  Mot.	
  -­‐>	
  Intrinsic	
  Mot.)	
  
•  External	
  Reg.	
  -­‐>	
  Introjected	
  Reg.	
  
•  Introjected	
  Reg.	
  -­‐>	
  Iden@fied	
  Reg.	
  
•  Iden@fied	
  Reg.	
  -­‐>	
  Integrated	
  Reg.	
  
•  Integrated	
  Reg.	
  -­‐>	
  Intrinsic	
  Reg.	
  
Self-­‐determina@on	
  Theory	
  
(Deci	
  &	
  Ryan,	
  2010)	
  
Game
mechanics
I-­‐mot	
  goal:	
  Individual	
  mo@va@onal	
  goal	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   60	
  
Behavior
Needs Satisfaction
Game
elements
Ind. motivational goal
Internaliza@on	
  of	
  mo@va@on	
  	
  
Sa@sfac@on	
  of	
  needs	
  
*	
  
An	
  individual	
  mo7va7onal	
  goal	
  represents	
  the	
  expected	
  changes	
  on	
  
the	
  mind	
  of	
  a	
  learner	
  using	
  game	
  mechanics.	
  	
  
	
  
•  Sa@sfac@on	
  of	
  Autonomy	
  
•  Sa@sfac@on	
  of	
  Relatedness	
  
•  Sa@sfac@on	
  of	
  Competence	
  
•  Sa@sfac@on	
  of	
  Purpose	
  
•  Sa@sfac@on	
  of	
  Mastery	
  
•  Amo@va@on	
  -­‐>	
  External	
  Reg.	
  
•  (External	
  Mot.	
  -­‐>	
  Intrinsic	
  Mot.)	
  
•  External	
  Reg.	
  -­‐>	
  Introjected	
  Reg.	
  
•  Introjected	
  Reg.	
  -­‐>	
  Iden@fied	
  Reg.	
  
•  Iden@fied	
  Reg.	
  -­‐>	
  Integrated	
  Reg.	
  
•  Integrated	
  Reg.	
  -­‐>	
  Intrinsic	
  Reg.	
  
Self-­‐determina@on	
  Theory	
  
(Deci	
  &	
  Ryan,	
  2010)	
  
Self-­‐determina@on	
  Theory	
  
(Deci	
  &	
  Ryan,	
  2010)	
   Pink	
  Dan	
  (2011)	
  
Competence	
  Relatedness	
  Autonomy	
  
Purpose	
  
Autonomy	
  Mastery	
  
Game
mechanics
Player	
  Role:	
  Playing	
  style	
  	
  (Ind.	
  Pers.	
  Trait)	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   61	
  
Behavior
Needs Satisfaction
Game
elements
Game
mechanics
Ind. motivation goal
Playing styles
(Ind. traits) Models	
  of:	
  
•  7	
  Player	
  Types	
  (Laws,	
  2002)	
  
•  4	
  Player	
  Types	
  (Bartle,	
  2004)	
  
•  8	
  Player	
  Types	
  (Marczewski,	
  2013)	
  
…	
  
Player	
  Role:	
  Playing	
  style	
  	
  (Ind.	
  Pers.	
  Trait)	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   62	
  
Behavior
Needs Satisfaction
Game
elements
Game
mechanics
Ind. motivation goal
Playing styles
(Ind. traits) Models	
  of:	
  
•  7	
  Player	
  Types	
  (Laws,	
  2002)	
  
•  4	
  Player	
  Types	
  (Bartle,	
  2004)	
  
•  8	
  Player	
  Types	
  (Marczewski,	
  2013)	
  
…	
  
The	
  playing	
  styles	
  are	
  individual	
  personality	
  traits	
  that	
  define	
  the	
  
preferences	
  of	
  a	
  person	
  when	
  he/she	
  is	
  playing	
  a	
  game.	
  
Player	
  Role:	
  Playing	
  style	
  	
  (Ind.	
  Pers.	
  Trait)	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   63	
  
Behavior
Needs Satisfaction
Game
elements
Game
mechanics
Ind. motivation goal
Playing styles
(Ind. traits) Models	
  of:	
  
•  7	
  Player	
  Types	
  (Laws,	
  2002)	
  
•  4	
  Player	
  Types	
  (Bartle,	
  2004)	
  
•  8	
  Player	
  Types	
  (Marczewski,	
  2013)	
  
…	
  
The	
  playing	
  styles	
  are	
  individual	
  personality	
  traits	
  that	
  define	
  the	
  
preferences	
  of	
  a	
  person	
  when	
  he/she	
  is	
  playing	
  a	
  game.	
  
user-­‐orienta5on	
  
(interac5ng	
  with	
  others)	
  
system-­‐orienta5on	
  
(exploring	
  the	
  game)	
  
Interac5on-­‐orienta5on	
  
(interac5ng	
  inside)	
  
act-­‐orienta5on	
  
(having	
  influence	
  outside)	
  
(Socializer)	
  
(Explorer)	
   (Achiever)	
  
(Killer)	
  
(Bartle,	
  2004)	
  
4	
  Player	
  Types	
  
Player	
  Role:	
  Models	
  of	
  player	
  types	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   64	
  
Behavior
Needs Satisfaction
Game
elements
Game
mechanics
Ind. motivation goal
Playing styles
(Ind. traits)
LA LB
Player	
  Role	
  
Mo@va@on	
  stage	
  
Necessary	
  condi@on	
  
*	
  
Psychological	
  need	
  
Necessary	
  condi@on	
  
*	
  
Playing	
  style	
  
Desired	
  condi@on	
  
*	
  
Player
Role
A	
  Player	
  Role	
  defines	
  the	
  necessary	
  and	
  desired	
  condi7ons	
  that	
  a	
  
learner	
  must	
  have	
  to	
  play	
  a	
  player	
  type.	
  
	
  
Y<=I-­‐mot	
  goal:	
  Mo@va@onal	
  strategy	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   65	
  
Behavior
Needs Satisfaction
Game
elements
Game
mechanics
Ind. motivation goal
Playing styles
(Ind. traits)
LA LB
Player
Role
The	
  Y<=I-­‐mot	
  goal	
  is	
  the	
  mo7va7onal	
  strategy	
  that	
  will	
  be	
  used	
  by	
  
game	
  elements	
  to	
  enhance	
  the	
  learning	
  strategy	
  employed	
  by	
  a	
  
learner	
  in	
  focus.	
  
Motivational
Strategy
Y<=I-­‐mot	
  goal	
  
Enhance	
  
(learning	
  strategy)	
  
Y<=I-­‐mot	
  goal:	
  Mo@va@onal	
  strategy	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   66	
  
Behavior
Needs Satisfaction
Game
elements
Game
mechanics
Ind. motivation goal
Playing styles
(Ind. traits)
LA LB
Player
Role
The	
  Y<=I-­‐mot	
  goal	
  is	
  the	
  mo7va7onal	
  strategy	
  that	
  will	
  be	
  used	
  by	
  
game	
  elements	
  to	
  enhance	
  the	
  learning	
  strategy	
  employed	
  by	
  a	
  
learner	
  in	
  focus.	
  
Motivational
Strategy
Y<=I-­‐mot	
  goal	
  
Enhance	
  
(learning	
  strategy)	
  
influence	
  the	
  design	
  of	
  
Y<=I-­‐mot	
  goal:	
  Mo@va@onal	
  strategy	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   67	
  
Behavior
Needs Satisfaction
Game
elements
Game
mechanics
Ind. motivation goal
Playing styles
(Ind. traits)
LA LB
Player
Role
The	
  Y<=I-­‐mot	
  goal	
  is	
  the	
  mo7va7onal	
  strategy	
  that	
  will	
  be	
  used	
  by	
  
game	
  elements	
  to	
  enhance	
  the	
  learning	
  strategy	
  employed	
  by	
  a	
  
learner	
  in	
  focus.	
  
Motivational
Strategy
Y<=I-­‐mot	
  goal	
  
Enhance	
  
(learning	
  strategy)	
  
Learner	
  
I-­‐player	
  role	
  
influence	
  the	
  design	
  of	
  
Y<=I-­‐mot	
  goal:	
  Mo@va@onal	
  strategy	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   68	
  
Behavior
Needs Satisfaction
Game
elements
Game
mechanics
Ind. motivation goal
Playing styles
(Ind. traits)
LA LB
Player
Role
The	
  Y<=I-­‐mot	
  goal	
  is	
  the	
  mo7va7onal	
  strategy	
  that	
  will	
  be	
  used	
  by	
  
game	
  elements	
  to	
  enhance	
  the	
  learning	
  strategy	
  employed	
  by	
  a	
  
learner	
  in	
  focus.	
  
Motivational
Strategy
Y<=I-­‐mot	
  goal	
  
Enhance	
  
(learning	
  strategy)	
  
Learner	
  
You-­‐player	
  role	
  
Learner	
  
I-­‐player	
  role	
  
influence	
  the	
  design	
  of	
  
Y<=I-­‐mot	
  goal:	
  Mo@va@onal	
  strategy	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   69	
  
Behavior
Needs Satisfaction
Game
elements
Game
mechanics
Ind. motivation goal
Playing styles
(Ind. traits)
LA LB
Player
Role
The	
  Y<=I-­‐mot	
  goal	
  is	
  the	
  mo7va7onal	
  strategy	
  that	
  will	
  be	
  used	
  by	
  
game	
  elements	
  to	
  enhance	
  the	
  learning	
  strategy	
  employed	
  by	
  a	
  
learner	
  in	
  focus.	
  
Motivational
Strategy
Y<=I-­‐mot	
  goal	
  
Enhance	
  
(learning	
  strategy)	
  
Learner	
  
You-­‐player	
  role	
  
Learner	
  
I-­‐player	
  role	
  
I-­‐mot	
  goal	
  
I-­‐mot	
  goal	
  
*	
  
influence	
  the	
  design	
  of	
  
I-­‐gameplay:	
  Gameplay	
  Strategy	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   70	
  
Gameplay
Behavior
Needs Satisfaction
Game
elements
Game
mechanics
Ind. motivation goal
Playing styles
(Ind. traits)
Player
Role
Motivational
Strategy
LA LB
The	
  gameplay	
  strategy	
  is	
  the	
  ra@onal	
  arrangement	
  among	
  player	
  
roles,	
  mo7va7onal	
  strategies	
  and	
  game	
  mechanics.	
  
I-­‐gameplay	
  
P-­‐Player	
  Role	
  
Primary	
  focus	
  
1	
  
Y<=I-­‐mot	
  goal	
  
S<=P-­‐mot	
  goal	
  
1	
  
Game	
  mechanics	
  
What	
  use	
  
*	
  
I-­‐gameplay:	
  Gameplay	
  Strategy	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   71	
  
Gameplay
Behavior
Needs Satisfaction
Game
elements
Game
mechanics
Ind. motivation goal
Playing styles
(Ind. traits)
Player
Role
Motivational
Strategy
LA LB
The	
  gameplay	
  strategy	
  is	
  the	
  ra@onal	
  arrangement	
  among	
  player	
  
roles,	
  mo7va7onal	
  strategies	
  and	
  game	
  mechanics.	
  
I-­‐gameplay	
  
P-­‐Player	
  Role	
  
Primary	
  focus	
  
1	
  
Y<=I-­‐mot	
  goal	
  
S<=P-­‐mot	
  goal	
  
1	
  
Game	
  mechanics	
  
What	
  use	
  
*	
  
Models	
  of	
  
Player	
  Types	
  
classify	
  
&	
  decide	
  
From	
  CL	
  Scenario	
  To	
  Gamified	
  CL	
  Scenario	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   72	
  
CL	
  Scenario	
  
Y<=I-­‐goal	
  
W(A)-­‐goal	
  
Learning	
  Strategy	
  
*	
  
CL	
  process	
  
*	
  
Y<=I-­‐goal	
  
Learning	
  Strategy	
  
*	
  
Gamified	
  CL	
  Scenario	
  
is	
  a	
  
I-­‐mot	
  goal	
  
Y<=I-­‐mot	
  goal	
  
Mo@va@onal	
  Strategy	
  
*	
  
Learner	
  
I-­‐player	
  role	
  
Learner	
  
You-­‐player	
  role	
  
I-­‐mot	
  goal	
  
*	
   G
Gameplay	
  strategy	
  
I-­‐gameplay	
  *	
  
Game	
  mechanics	
  
What	
  use	
  
*	
  
From	
  CL	
  Scenario	
  To	
  Gamified	
  CL	
  Scenario	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   73	
  
Enhance	
  
CL	
  Scenario	
  
Y<=I-­‐goal	
  
W(A)-­‐goal	
  
Learning	
  Strategy	
  
*	
  
CL	
  process	
  
*	
  
Y<=I-­‐goal	
  
Learning	
  Strategy	
  
*	
  
Gamified	
  CL	
  Scenario	
  
is	
  a	
  
I-­‐mot	
  goal	
  
Y<=I-­‐mot	
  goal	
  
Mo@va@onal	
  Strategy	
  
*	
  
Learner	
  
I-­‐player	
  role	
  
Learner	
  
You-­‐player	
  role	
  
I-­‐mot	
  goal	
  
*	
   G
Gameplay	
  strategy	
  
I-­‐gameplay	
  *	
  
Game	
  mechanics	
  
What	
  use	
  
*	
  
From	
  CL	
  Scenario	
  To	
  Gamified	
  CL	
  Scenario	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   74	
  
Enhance	
  
CL	
  Scenario	
  
Y<=I-­‐goal	
  
W(A)-­‐goal	
  
Learning	
  Strategy	
  
*	
  
CL	
  process	
  
*	
  
Y<=I-­‐goal	
  
Learning	
  Strategy	
  
*	
  
Gamified	
  CL	
  Scenario	
  
Player	
  Role	
  
Mo@va@on	
  stage	
  
Necessary	
  condi@on	
  
*	
  
Psychological	
  need	
  
Necessary	
  condi@on	
  
*	
  
Playing	
  style	
  
Desired	
  condi@on	
  
*	
  
is	
  a	
  
I-­‐mot	
  goal	
  
Y<=I-­‐mot	
  goal	
  
Mo@va@onal	
  Strategy	
  
*	
  
Learner	
  
I-­‐player	
  role	
  
Learner	
  
You-­‐player	
  role	
  
I-­‐mot	
  goal	
  
*	
   G
Gameplay	
  strategy	
  
I-­‐gameplay	
  *	
  
Game	
  mechanics	
  
What	
  use	
  
*	
  
From	
  CL	
  Scenario	
  To	
  Gamified	
  CL	
  Scenario	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   75	
  
Enhance	
  
CL	
  Scenario	
  
Y<=I-­‐goal	
  
W(A)-­‐goal	
  
Learning	
  Strategy	
  
*	
  
CL	
  process	
  
*	
  
Y<=I-­‐goal	
  
Learning	
  Strategy	
  
*	
  
Gamified	
  CL	
  Scenario	
  
Player	
  Role	
  
Mo@va@on	
  stage	
  
Necessary	
  condi@on	
  
*	
  
Psychological	
  need	
  
Necessary	
  condi@on	
  
*	
  
Playing	
  style	
  
Desired	
  condi@on	
  
*	
  
is	
  a	
  
I-­‐mot	
  goal	
  
Y<=I-­‐mot	
  goal	
  
Mo@va@onal	
  Strategy	
  
*	
  
Learner	
  
I-­‐player	
  role	
  
Learner	
  
You-­‐player	
  role	
  
I-­‐mot	
  goal	
  
*	
   G
Gameplay	
  strategy	
  
I-­‐gameplay	
  *	
  
Game	
  mechanics	
  
What	
  use	
  
*	
  
the	
  proper	
  player	
  types	
  and	
  game	
  
mechanics	
  for	
  each	
  learner	
  
Applica@on	
  
LA LB
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   76	
  
Applica@on	
  of	
  Ontological	
  Structure	
  
(Socializer)	
   (Killer)	
  
(Explorer)	
  
Player	
  Types	
  
(Bartle,	
  2004)	
  
(Achiever)	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   77	
  
Player	
  Role	
  
Mo@va@on	
  stage	
  
Necessary	
  condi@on	
  
*	
  
Psychological	
  need	
  
Necessary	
  condi@on	
  
*	
  
Playing	
  style	
  
Desired	
  condi@on	
  
*	
  
Enhance	
  
Y<=I-­‐goal	
  
Learning	
  Strategy	
  
*	
  
Gamified	
  CL	
  Scenario	
  
I-­‐mot	
  goal	
  
Y<=I-­‐mot	
  goal	
  
Mo@va@onal	
  Strategy	
  
*	
  
Learner	
  
I-­‐player	
  role	
  
Learner	
  
You-­‐player	
  role	
  
I-­‐mot	
  goal	
  
*	
   G
Gameplay	
  strategy	
  
I-­‐gameplay	
  *	
  
Game	
  mechanics	
  
What	
  use	
  
*	
  
	
  
	
  
	
  
	
  
	
  
	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   78	
  
Player	
  Role	
  
Mo@va@on	
  stage	
  
Necessary	
  condi@on	
  
*	
  
Psychological	
  need	
  
Necessary	
  condi@on	
  
*	
  
Playing	
  style	
  
Desired	
  condi@on	
  
*	
  
Enhance	
  
Y<=I-­‐goal	
  
Learning	
  Strategy	
  
*	
  
Gamified	
  CL	
  Scenario	
  
I-­‐mot	
  goal	
  
Y<=I-­‐mot	
  goal	
  
Mo@va@onal	
  Strategy	
  
*	
  
Learner	
  
I-­‐player	
  role	
  
Learner	
  
You-­‐player	
  role	
  
I-­‐mot	
  goal	
  
*	
   G
Gameplay	
  strategy	
  
I-­‐gameplay	
  *	
  
Game	
  mechanics	
  
What	
  use	
  
*	
  
	
  
	
  
	
  
	
  
	
  
	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   79	
  
Applica@on	
  
N1:	
  mastery	
  	
  
N2:	
  relatedness	
  
N3:	
  autonomy	
  
LA LB
psychological	
  needs	
  
N2	
  N1	
  
I1:	
  system-­‐orienta@on	
  
I2:	
  ac@ng-­‐orienta@on	
  
I3:	
  interac@ng-­‐orienta@on	
  
(1)	
  Select	
  the	
  scenarios	
  that	
  sa@sfy	
  the	
  
learners’	
  needs	
  by	
  looking	
  the	
  ind.	
  mot.	
  goal	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   80	
  
	
  
	
  
	
  
Applica@on	
  
N1:	
  mastery	
  	
  
N2:	
  relatedness	
  
N3:	
  autonomy	
  
LA LB
psychological	
  needs	
  
N2	
  N1	
  
I1:	
  system-­‐orienta@on	
  
I2:	
  ac@ng-­‐orienta@on	
  
I3:	
  interac@ng-­‐orienta@on	
  
sa7sfies	
  
Sept.	
  9,	
  2014	
  
N1:	
  mastery	
  	
  
N2:	
  relatedness	
  
N3:	
  autonomy	
  
I1:	
  system-­‐orienta@on	
  
I2:	
  ac@ng-­‐orienta@on	
  
I3:	
  interac@ng-­‐orienta@on	
  
An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   81	
  
Applica@on	
  
LA LB
psychological	
  needs	
  
N2	
  N1	
  
(2)	
  Checking	
  the	
  necessary	
  condi@ons	
  to	
  play	
  a	
  player	
  
type,	
  and	
  seing	
  the	
  priority	
  using	
  the	
  desired	
  condi@ons	
  
Sept.	
  9,	
  2014	
  
N1:	
  mastery	
  	
  
N2:	
  relatedness	
  
N3:	
  autonomy	
  
I1:	
  system-­‐orienta@on	
  
I2:	
  ac@ng-­‐orienta@on	
  
I3:	
  interac@ng-­‐orienta@on	
  
An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   82	
  
Applica@on	
  
LA LB
psychological	
  needs	
  
N2	
  N1	
  
	
  
	
  
	
  ok	
  
more	
  priority	
  
ok	
  
ok	
  
ind.	
  pers.	
  traits	
  
I2	
  I1	
  
	
  
	
  
	
  
	
  
	
  
	
  
sa7sfies	
  
Sept.	
  9,	
  2014	
  
N1:	
  mastery	
  	
  
N2:	
  relatedness	
  
N3:	
  autonomy	
  
I1:	
  system-­‐orienta@on	
  
I2:	
  ac@ng-­‐orienta@on	
  
I3:	
  interac@ng-­‐orienta@on	
  
(3)	
  Seing	
  the	
  player	
  type	
  if	
  no	
  one	
  
constraint	
  is	
  violated	
  in	
  the	
  mot.	
  strategy	
  
An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   83	
  
Applica@on	
  
LA LB
more	
  priority	
  
	
  
	
  
	
  
Sept.	
  9,	
  2014	
  
N1:	
  mastery	
  	
  
N2:	
  relatedness	
  
N3:	
  autonomy	
  
I1:	
  system-­‐orienta@on	
  
I2:	
  ac@ng-­‐orienta@on	
  
I3:	
  interac@ng-­‐orienta@on	
  
An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   84	
  
Applica@on	
  
LA LB
more	
  priority	
  
	
  
	
  
	
  
	
  
	
  
	
  
Sept.	
  9,	
  2014	
  
N1:	
  mastery	
  	
  
N2:	
  relatedness	
  
N3:	
  autonomy	
  
I1:	
  system-­‐orienta@on	
  
I2:	
  ac@ng-­‐orienta@on	
  
I3:	
  interac@ng-­‐orienta@on	
  
(4)	
  Seing	
  the	
  proper	
  game	
  mechanics	
  
using	
  the	
  structure	
  gameplay	
  
An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   85	
  
Applica@on	
  
LA LB
more	
  priority	
  
	
  
	
  
	
  
N1:	
  mastery	
  	
  
N2:	
  relatedness	
  
N3:	
  autonomy	
  
I1:	
  system-­‐orienta@on	
  
I2:	
  ac@ng-­‐orienta@on	
  
I3:	
  interac@ng-­‐orienta@on	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   86	
  
Applica@on	
  
LA LB
psychological	
  needs	
  
N3	
  N1	
  
	
  
	
  
	
  
N1:	
  mastery	
  	
  
N2:	
  relatedness	
  
N3:	
  autonomy	
  
I1:	
  system-­‐orienta@on	
  
I2:	
  ac@ng-­‐orienta@on	
  
I3:	
  interac@ng-­‐orienta@on	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   87	
  
Applica@on	
  
LA LB
	
  
	
  
	
  ok	
  
more	
  priority	
  
ok	
  
ok	
  
	
  
	
  
	
  
	
  
	
  
	
  
ind.	
  pers.	
  traits	
  
I3	
  I1	
  
psychological	
  needs	
  
N3	
  N1	
  
N1:	
  mastery	
  	
  
N2:	
  relatedness	
  
N3:	
  autonomy	
  
I1:	
  system-­‐orienta@on	
  
I2:	
  ac@ng-­‐orienta@on	
  
I3:	
  interac@ng-­‐orienta@on	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   88	
  
	
  
	
  
	
  
Applica@on	
  
LA LB
more	
  priority	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Conclusions	
  and	
  Future	
  Research	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   89	
  
•  We	
  proposed	
  an	
  ontology	
  engineering	
  approach	
  to	
  overcome	
  the	
  
difficul@es	
  to	
  apply	
  gamifica@on	
  in	
  CL	
  scenarios;	
  
•  We	
  made	
  the	
  connec@on	
  among	
  psychological	
  needs,	
  playing	
  styles	
  
and	
  game	
  mechanics	
  to	
  define	
  our	
  ontology;	
  
•  We	
  shown	
  an	
  example	
  of	
  applica@on	
  using	
  
the	
  current	
  version	
  of	
  our	
  approach;	
  
Gameplay
Behavior
Needs Satisfaction
Game
elements
Game
mechanics
Ind. motivation goal
Playing styles
(Ind. traits)
Player
Role
Motivational
Strategy
Conclusions	
  and	
  Future	
  Research	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   90	
  
•  We	
  proposed	
  an	
  ontology	
  engineering	
  approach	
  to	
  overcome	
  the	
  
difficul@es	
  to	
  apply	
  gamifica@on	
  in	
  CL	
  scenarios;	
  
•  We	
  made	
  the	
  connec@on	
  among	
  psychological	
  needs,	
  playing	
  styles	
  
and	
  game	
  mechanics	
  to	
  define	
  our	
  ontology;	
  
•  We	
  shown	
  an	
  example	
  of	
  applica@on	
  using	
  
the	
  current	
  version	
  of	
  our	
  approach;	
  
Gameplay
Behavior
Needs Satisfaction
Game
elements
Game
mechanics
Ind. motivation goal
Playing styles
(Ind. traits)
Player
Role
Motivational
Strategy
Affective states
Game
dynamics
Game
interfaces
•  Future	
  works:	
  We	
  will	
  complete	
  
the	
  modeling	
  of	
  Gamified	
  CL	
  
Scenarios,	
  including:	
  
•  Design	
  of	
  game	
  dynamics	
  
•  Design	
  of	
  game	
  interfaces	
  
•  Design	
  of	
  game	
  models	
  
•  …	
  
•  Challco,	
  G.	
  C.,	
  Moreira,	
  D.,	
  Mizoguchi,	
  R.,	
  &	
  Isotani,	
  S.	
  (2014,	
  January).	
  Towards	
  
an	
  Ontology	
  for	
  Gamifying	
  Collabora@ve	
  Learning	
  Scenarios.	
  In	
  Intelligent	
  
Tutoring	
  Systems	
  (pp.	
  404-­‐409).	
  Springer	
  Interna@onal	
  Publishing.	
  
•  Schell,	
  J.	
  (2008).	
  The	
  Art	
  of	
  Game	
  Design:	
  A	
  book	
  of	
  lenses.	
  CRC	
  Press.	
  
•  Deterding,	
  S.,	
  Dixon,	
  D.,	
  Khaled,	
  R.,	
  &	
  Nacke,	
  L.	
  (2011,	
  September).	
  From	
  game	
  
design	
  elements	
  to	
  gamefulness:	
  defining	
  gamifica@on.	
  In	
  Proceedings	
  of	
  the	
  
15th	
  Interna5onal	
  Academic	
  MindTrek	
  Conference:	
  Envisioning	
  Future	
  Media	
  
Environments	
  (pp.	
  9-­‐15).	
  ACM.	
  
•  Webb,	
  E.	
  N.	
  (2013).	
  Gamifica@on:	
  When	
  It	
  Works,	
  When	
  It	
  Doesn’t.	
  In	
  Design,	
  
User	
  Experience,	
  and	
  Usability.	
  Health,	
  Learning,	
  Playing,	
  Cultural,	
  and	
  Cross-­‐
Cultural	
  User	
  Experience	
  (pp.	
  608–614).	
  Springer.	
  
•  Hamari,	
  J.,	
  Koivisto,	
  J.,	
  &	
  Sarsa,	
  H.	
  (2014,	
  January).	
  Does	
  Gamifica@on	
  Work?	
  -­‐	
  A	
  
Literature	
  Review	
  of	
  Empirical	
  Studies	
  on	
  Gamifica@on.	
  In	
  System	
  Sciences	
  
(HICSS),	
  2014	
  47th	
  Hawaii	
  Interna5onal	
  Conference	
  on	
  (pp.	
  3025-­‐3034).	
  IEEE.	
  
•  Isotani,	
  S.,	
  &	
  Mizoguchi,	
  R.	
  (2007).	
  Deployment	
  of	
  ontologies	
  for	
  an	
  effec@ve	
  
design	
  of	
  collabora@ve	
  learning	
  scenarios.	
  In	
  Groupware:	
  Design,	
  
Implementa@on,	
  and	
  Use	
  (pp.	
  223–238).	
  Springer.	
  
References	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   91	
  
•  Isotani,	
  S.,	
  Inaba,	
  A.,	
  Ikeda,	
  M.,	
  &	
  Mizoguchi,	
  R.	
  (2009).	
  An	
  ontology	
  engineering	
  
approach	
  to	
  the	
  realiza@on	
  of	
  theory-­‐driven	
  group	
  forma@on.	
  Interna@onal	
  
Journal	
  of	
  Computer-­‐Supported	
  Collabora@ve	
  Learning,	
  4(4),	
  445–478.	
  	
  
•  Isotani,	
  S.,	
  Mizoguchi,	
  R.,	
  Isotani,	
  S.,	
  Capeli,	
  O.	
  M.,	
  Isotani,	
  N.,	
  De	
  Albuquerque,	
  A.	
  
R.,	
  ...	
  &	
  Jaques,	
  P.	
  (2013).	
  A	
  Seman@c	
  Web-­‐based	
  authoring	
  tool	
  to	
  facilitate	
  the	
  
planning	
  of	
  collabora@ve	
  learning	
  scenarios	
  compliant	
  with	
  learning	
  theories.	
  
Computers	
  &	
  Educa5on,	
  63,	
  267-­‐284.	
  
•  Pritchard,	
  R.,	
  &	
  Ashwood,	
  E.	
  (2008).	
  Managing	
  mo5va5on:	
  A	
  manager's	
  guide	
  to	
  
diagnosing	
  and	
  improving	
  mo5va5on.	
  Psychology	
  Press.	
  
•  Deci,	
  E.	
  L.,	
  &	
  Ryan,	
  R.	
  M.	
  (2010).	
  Self-­‐Determina5on.	
  John	
  Wiley	
  &	
  Sons,	
  Inc..	
  
•  Pink,	
  D.	
  H.	
  (2011).	
  Drive:	
  The	
  surprising	
  truth	
  about	
  what	
  mo5vates	
  us.	
  Penguin..	
  	
  
•  Laws,	
  R.	
  D.	
  (2002).	
  Robin's	
  Laws	
  of	
  good	
  game	
  mastering.	
  Steve	
  Jackson	
  Games.	
  
•  Bartle,	
  R.	
  A.	
  (2004).	
  Designing	
  virtual	
  worlds.	
  New	
  Riders	
  
•  Marczewski,	
  A.	
  (2013).	
  Gamifica5on:	
  a	
  simple	
  introduc5on.	
  Andrzej	
  Marczewski.	
  
References	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   92	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   93	
  
References	
  
Logo	
  3	
  
Ontological	
  Structure	
  for	
  CL	
  Scenarios	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   94	
  
CL	
  Scenario	
  
Y<=I-­‐goal	
  
I-­‐goal	
  
W(A)-­‐goal	
  
Learning	
  Strategy	
  
*	
  
Learner	
  
I-­‐role	
  
Learner	
  
You-­‐role	
  
I-­‐goal	
  
CL	
  process	
  
*	
  
G
W(L)-­‐goal	
  
Common	
  goal	
  
*	
  
Interact	
  Parern	
  
Teaching-­‐learning	
  process	
  
*	
  
I-Role
(Role Concept)
Learning Strategy
(Context)
depend on
Learner
(Potential Player)
playing
I-Role-1 Geiser
(Role-playing thing)
Learning by
Teaching Tutor
(Role-Holder)
Tutor-1
The	
  model	
  of	
  roles	
  (Mizoguchi	
  et	
  al.,	
  
2007)	
  proposes	
  the	
  division	
  of	
  Role	
  in:	
  
•  Role	
  Concept	
  
•  Poten@al	
  Player	
  
•  Role-­‐playing	
  thing	
  
•  Role	
  Holder	
  
I-­‐mot	
  goal:	
  Internaliza@on	
  of	
  mo@va@on	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   95	
  
Behavior
Needs Satisfaction
Game
elements
Game
mechanics
Ind. motivation goal
Self-­‐determina@on	
  Theory	
  (Deci	
  &	
  Ryan,	
  2010)	
  …	
  from	
  …	
  to	
  
LA LB
I-­‐mot	
  goal	
  
Internaliza@on	
  of	
  mo@va@on	
  
Ini@al	
  stage	
  
Goal	
  stage	
  
Mo@va@on	
  stage	
  
Mo@va@on	
  stage	
  
is	
  a	
   is	
  a	
  
	
  	
  	
  	
  	
  Sa@sfac@on	
  of	
  need	
  	
  	
  
*	
  
I-­‐mot	
  goal:	
  Sa@sfac@on	
  of	
  needs	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   96	
  
Behavior
Needs Satisfaction
Game
elements
Game
mechanics
Ind. motivation goal
Self-­‐determina@on	
  Theory	
  
(Deci	
  &	
  Ryan,	
  2010)	
  
LA LB
I-­‐mot	
  goal	
  
Internaliza@on	
  of	
  mo@va@on	
  
is	
  a	
   is	
  a	
  
*	
  
Ini@al	
  stage	
  
without	
  need	
  
Psychological	
  need	
  
Goal	
  stage	
  
	
  	
  	
  	
  	
  Sa@sfac@on	
  of	
  need	
  	
  	
  
Purpose	
  
Autonomy	
  Mastery	
  
Competence	
   Relatedness	
  Autonomy	
  
Pink	
  Dan	
  (2011)	
  
Applica@on	
  of	
  Ontological	
  Structure	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   97	
  
Y<=I-­‐goal	
  
I-­‐mot	
  goal	
  
Y<=I-­‐mot	
  goal	
  
Learning	
  Strategy	
  
*	
  
Mo@va@on	
  Strategy	
  
*	
  
Learner	
  
I-­‐player	
  role	
  
Learner	
  
You-­‐player	
  role	
  
I-­‐mot	
  goal	
  
*	
   G
Applica@on	
  
N1:	
  mastery	
  	
  
N2:	
  relatedness	
  
N3:	
  autonomy	
  
Gameplay	
  strategy	
  
I-­‐gameplay	
  *	
  
Game	
  mechanics	
  
What	
  use	
  
*	
  
Enhance	
  
Gamified	
  CL	
  Scenario	
  
LA LB
(2)	
  checking	
  the	
  necessary	
  condi@ons	
  to	
  play	
  
the	
  player	
  roles	
  and	
  seing	
  the	
  priority	
  of	
  
scenarios	
  employing	
  the	
  desired	
  condi@ons	
  
psychological	
  needs	
  
N2	
  N1	
   	
  
	
  
	
  
Can	
  play	
  
ind.	
  pers.	
  traits	
  
I2	
  I1	
  
Set	
  priority	
  
I1:	
  interact-­‐orienta@on	
  
I2:	
  user-­‐orienta@on	
  
I3:	
  system-­‐orienta@on	
  
Can	
  play	
  
Set	
  priority	
  
psychological	
  needs	
  
ind.	
  pers.	
  traits	
  
I3	
  I1	
  
N3	
  N1	
  
Applica@on	
  of	
  Ontological	
  Structure	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   98	
  
Y<=I-­‐goal	
  
I-­‐mot	
  goal	
  
Y<=I-­‐mot	
  goal	
  
Learning	
  Strategy	
  
*	
  
Mo@va@on	
  Strategy	
  
*	
  
Learner	
  
I-­‐player	
  role	
  
Learner	
  
You-­‐player	
  role	
  
I-­‐mot	
  goal	
  
*	
   G
Applica@on	
  
S1:	
  Scenario	
  for	
  socializa@on	
  
S2:	
  Scenario	
  for	
  achievement	
  
S3:	
  Scenario	
  for	
  explora@on	
  
Gameplay	
  strategy	
  
I-­‐gameplay	
  *	
  
Game	
  mechanics	
  
What	
  use	
  
*	
  
Enhance	
  
Gamified	
  CL	
  Scenario	
  
LA LB
(3)	
  checking	
  the	
  constraint	
  for	
  all	
  learners,	
  and	
  seing	
  	
  
the	
  player	
  type	
  if	
  no	
  one	
  constraint	
  is	
  violated	
  in	
  the	
  	
  
selected	
  scenarios	
  
	
  
	
  
	
  
Can	
  play	
  
Set	
  player	
  role	
  
S1	
  à	
  S2	
  
S3	
  à	
  S2	
  
priority	
  stack	
  for	
  LA	
  
priority	
  stack	
  for	
  LB	
  
Selected	
  scenarios	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   99	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
more	
  priority	
  
less	
  priority	
  more	
  priority	
  
less	
  priority	
  
ok	
  
ok	
  
ok	
  
ok	
  ok	
  
ok	
  
ok	
  
ok	
  
ok	
  
L(A)	
  
L(A)	
  L(B)	
   L(B)	
  
L(B)	
  can’t	
  play	
  the	
  
socializer	
  role	
  
	
  
	
  
	
  
	
  
	
  
	
  
Applica@on	
  of	
  Ontological	
  Structure	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   100	
  
Y<=I-­‐goal	
  
I-­‐mot	
  goal	
  
Y<=I-­‐mot	
  goal	
  
Learning	
  Strategy	
  
*	
  
Mo@va@on	
  Strategy	
  
*	
  
Learner	
  
I-­‐player	
  role	
  
Learner	
  
You-­‐player	
  role	
  
I-­‐mot	
  goal	
  
*	
   G
Applica@on	
  
S1:	
  Scenario	
  for	
  socializa@on	
  
S2:	
  Scenario	
  for	
  achievement	
  
S3:	
  Scenario	
  for	
  explora@on	
  
Gameplay	
  strategy	
  
I-­‐gameplay	
  *	
  
Game	
  mechanics	
  
What	
  use	
  
*	
  
Enhance	
  
Gamified	
  CL	
  Scenario	
  
LA LB
S1	
  à	
  S2	
  
S3	
  à	
  S2	
  
priority	
  stack	
  for	
  LA	
  
priority	
  stack	
  for	
  LB	
  
achiever	
  
explorer	
  
Se@ng	
  
	
  
	
  
	
  
	
  
	
  
	
  
(4)	
  seing	
  the	
  proper	
  game	
  mechanics	
  for	
  all	
  learners	
  
using	
  the	
  selected	
  scenarios	
  and	
  player	
  types	
  
•  Mizoguchi,	
  R.,	
  Sunagawa,	
  E.,	
  Kozaki,	
  K.,	
  and	
  	
  Kitamura,	
  Y.	
  (2007).	
  The	
  model	
  of	
  
roles	
  within	
  an	
  ontology	
  development	
  tool:	
  Hozo.	
  Applied	
  Ontology,	
  2(2):159–	
  
179.	
  	
  
References	
  
Sept.	
  9,	
  2014	
   An	
  Ontology	
  to	
  Gamify	
  CL	
  Scenarios	
   101	
  

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An Ontology Engineering Approach to Gamify Collaborative Learning Scenarios

  • 1. An  Ontology  Engineering  Approach  to   Gamify  Collabora7ve  Learning  Scenarios   Geiser  Chalco1,  Dilvan  A.  Moreira1,  Riichiro  Mizoguchi2,   and  Seiji  Isotani1   20th  Interna@onal  Conference  on  Collabora@on  and  Technology,  2014   1University  of  São  Paulo,  Brazil.   geiser@usp.br, {dilvan, sisotani}@icmc.usp.br 2Japan  Advanced  Ins@tute  of  Science  and  Technology,  Japan.   mizo@jaist.ac.jp
  • 2. •  Introduc@on:   – Concept  of  Gamifica@on   – Problem:  Gamifica@on  in  CL  Scenarios   •  Approach:  Ontological  Engineering   – Ontological  Structure  to  Describe  Gamified  CL   Scenarios   •  Applica@on  of  Ontological  Structure   •  Conclusions  and  Future  Research   Outline   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   2  
  • 3. Games  are  part  of  our  life   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   3  
  • 4. Games  are  part  of  our  life   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   4   Source:  Entertainment  SoUware  Associa@on's  (2014)  &  Huffingtonpost  (2014)  
  • 5. Games  are  part  of  our  life   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   5   Source:  Entertainment  SoUware  Associa@on's  (2014)  &  Huffingtonpost  (2014)  
  • 6. Why  does  everyone  enjoy  playing  games?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   6   Engagement   Sa@sfac@on  of   psychological  needs   Solve   problems    
  • 7. Why  does  everyone  enjoy  playing  games?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   7   Engagement   Sa@sfac@on  of   psychological  needs   Solve   problems     Games  are  problem-­‐solving  ac7vi7es   (finding  a  way  to  destroy  the  other)   (feeling  successful)  
  • 8. Why  does  everyone  enjoy  playing  games?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   8   Engagement   Sa@sfac@on  of   psychological  needs   Solve   problems     Games  are  problem-­‐solving  ac7vi7es   (finding  a  way  to  destroy  the  other)   (feeling  successful)   Games  are  problem-­‐solving  ac7vi7es   approached  with  a  playful  a@tude  (voluntary)     Game   Elements   (endogenous)  
  • 9. Why  does  everyone  enjoy  playing  games?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   9   Engagement   Sa@sfac@on  of   psychological  needs   Solve   problems     Games  are  problem-­‐solving  ac7vi7es   (finding  a  way  to  destroy  the  other)   (feeling  successful)   Games  are  problem-­‐solving  ac7vi7es   approached  with  a  playful  a@tude  (voluntary)     Game   Elements   (endogenous)   must  probably  solve   more  problems  to  gain   points  and  to  feel  more   successful   Leaderboards  
  • 10. Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   10  
  • 11. Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   11  
  • 12. Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   12  
  • 13. Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   13  
  • 14. Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   14  
  • 15. What  is  Gamifica@on?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   15   The  use  of  game  design  elements  in  non-­‐game  contexts  (Deterding  et   al.  2011)   Playful  Design  Pervasive  Games   Serious  Games   Gamifica@on  
  • 16. What  is  Gamifica@on?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   16   The  use  of  game  design  elements  in  non-­‐game  contexts  (Deterding  et   al.  2011)   Playful  Design  Pervasive  Games   Serious  Games   Gamifica@on   Gaming   Playing  -­‐  Playfulness   Rule-­‐base  systems   that  are  design  to   be  playful  
  • 17. What  is  Gamifica@on?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   17   The  use  of  game  design  elements  in  non-­‐game  contexts  (Deterding  et   al.  2011)   Playful  Design  Pervasive  Games   Serious  Games   Gamifica@on   Gaming   Playing  -­‐  Playfulness   Rule-­‐base  systems   that  are  design  to   be  playful   Elements  Whole   How  to  use  game   elements  in  non-­‐ game  applica@on  
  • 18. What  is  Gamifica@on?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   18   The  use  of  game  design  elements  in  non-­‐game  contexts  (Deterding  et   al.  2011)   Playful  Design  Pervasive  Games   Serious  Games   Gamifica@on   Gaming   Playing  -­‐  Playfulness   Rule-­‐base  systems   that  are  design  to   be  playful   Elements  Whole   How  to  use  game   elements  in  non-­‐ game  applica@on   Design  of:   •  Game  interface   •  Game  mechanics   •  …  
  • 19. Does  Gamifica@on  really  work?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   19  
  • 20. Does  Gamifica@on  really  work?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   20  
  • 21. Does  Gamifica@on  really  work?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   21   Many  uses  of  gamifica@on  are  incorrect  or  poorly  designed  (Webb,  2013)  
  • 22. Does  Gamifica@on  really  work?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   22   Many  uses  of  gamifica@on  are  incorrect  or  poorly  designed  (Webb,  2013)   Reason:  misconcep@on  about  what  mo7vates  a   person  to  con@nue  using  a  gamified  applica@on  
  • 23. Does  Gamifica@on  really  work?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   23   Many  uses  of  gamifica@on  are  incorrect  or  poorly  designed  (Webb,  2013)   Reason:  misconcep@on  about  what  mo@vates  a  person  to  con@nue   using  a  game  or  gamified  applica@on  
  • 24. Does  Gamifica@on  really  work?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   24   Many  uses  of  gamifica@on  are  incorrect  or  poorly  designed  (Webb,  2013)   Reason:  misconcep@on  about  what  mo@vates  a  person  to  con@nue   using  a  game  or  gamified  applica@on  
  • 25. Does  Gamifica@on  really  work?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   25   Many  uses  of  gamifica@on  are  incorrect  or  poorly  designed  (Webb,  2013)   Reason:  misconcep@on  about  what  mo@vates  a  person  to  con@nue   using  a  game  or  gamified  applica@on   (Hamari,  et  al.  2014)   Results   Nro   Studies   All  tests  posi@ve   2   Posi7ve  results  in   part  of  the  tests   13   Only  descrip@ve   7  
  • 26. Does  Gamifica@on  really  work?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   26   Many  uses  of  gamifica@on  are  incorrect  or  poorly  designed  (Webb,  2013)   Reason:  misconcep@on  about  what  mo@vates  a  person  to  con@nue   using  a  game  or  gamified  applica@on   (Hamari,  et  al.  2014)   Results   Nro   Studies   All  tests  posi@ve   2   Posi7ve  results  in   part  of  the  tests   13   Only  descrip@ve   7   Context  is   an  essencial  
  • 27. Does  Gamifica@on  really  work?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   27   Many  uses  of  gamifica@on  are  incorrect  or  poorly  designed  (Webb,  2013)   Reason:  misconcep@on  about  what  mo@vates  a  person  to  con@nue   using  a  game  or  gamified  applica@on   (Hamari,  et  al.  2014)   Results   Nro   Studies   All  tests  posi@ve   2   Posi7ve  results  in   part  of  the  tests   13   Only  descrip@ve   7   Context  is   an  essencial  
  • 28. Does  Gamifica@on  really  work?   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   28   Many  uses  of  gamifica@on  are  incorrect  or  poorly  designed  (Webb,  2013)   Reason:  misconcep@on  about  what  mo@vates  a  person  to  con@nue   using  a  game  or  gamified  applica@on   (Hamari,  et  al.  2014)   Results   Nro   Studies   All  tests  posi@ve   2   Posi7ve  results  in   part  of  the  tests   13   Only  descrip@ve   7   Context  is   an  essencial  
  • 29. Problem:  Gamifica@on  in  CL  Scenarios   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   Instruc@onal   Designer   CSCL  Script   (IMS-­‐LD)   CL  Ac@vi@es  (interac@ons)         CL  Scenario   LA   LB   LC   29  
  • 30. Problem:  Gamifica@on  in  CL  Scenarios   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   Instruc@onal   Designer   CSCL  Script   (IMS-­‐LD)   CL  Ac@vi@es  (interac@ons)         CL  Scenario   LA   LB   LC   demo7va7on   •  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested   •  Sense  of  obliga@on  imposes  by  the  script   30  
  • 31. Problem:  Gamifica@on  in  CL  Scenarios   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   Instruc@onal   Designer   CSCL  Script   (IMS-­‐LD)   CL  Ac@vi@es  (interac@ons)         CL  Scenario   LA   LB   LC   nega@ve  aitudes   degrade  dynamics   nega7ve  learning  outcomes   +  demo7va7on   •  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested   •  Sense  of  obliga@on  imposes  by  the  script   31  
  • 32. Problem:  Gamifica@on  in  CL  Scenarios   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   Instruc@onal   Designer   CSCL  Script   (IMS-­‐LD)   CL  Ac@vi@es  (interac@ons)         CL  Scenario   LA   LB   LC   nega@ve  aitudes   degrade  dynamics   nega7ve  learning  outcomes   +  demo7va7on   •  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested   •  Sense  of  obliga@on  imposes  by  the  script   Efficient+   Beneficial  +   32  
  • 33. Problem:  Gamifica@on  in  CL  Scenarios   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   Instruc@onal   Designer   CSCL  Script   (IMS-­‐LD)   CL  Ac@vi@es  (interac@ons)         CL  Scenario   LA   LB   LC   nega@ve  aitudes   degrade  dynamics   nega7ve  learning  outcomes   +  demo7va7on   •  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested   •  Sense  of  obliga@on  imposes  by  the  script   Efficient+   Beneficial  +   33  
  • 34. Problem:  Gamifica@on  in  CL  Scenarios   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   Instruc@onal   Designer   CSCL  Script   (IMS-­‐LD)   CL  Ac@vi@es  (interac@ons)         CL  Scenario   LA   LB   LC   nega@ve  aitudes   degrade  dynamics   nega7ve  learning  outcomes   +  demo7va7on   •  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested   •  Sense  of  obliga@on  imposes  by  the  script   Efficient+   Beneficial  +   I  don’t  want  to  game   points…  I  want  to   34  
  • 35. Problem:  Gamifica@on  in  CL  Scenarios   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   Instruc@onal   Designer   CSCL  Script   (IMS-­‐LD)   CL  Ac@vi@es  (interac@ons)         CL  Scenario   LA   LB   LC   nega@ve  aitudes   degrade  dynamics   nega7ve  learning  outcomes   +  demo7va7on   •  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested   •  Sense  of  obliga@on  imposes  by  the  script   Efficient+   Beneficial  +   I  don’t  want  to  game   points…  I  want  to   Make  social   connec@on   35  
  • 36. Problem:  Gamifica@on  in  CL  Scenarios   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   Instruc@onal   Designer   CSCL  Script   (IMS-­‐LD)   CL  Ac@vi@es  (interac@ons)         CL  Scenario   LA   LB   LC   nega@ve  aitudes   degrade  dynamics   nega7ve  learning  outcomes   +  demo7va7on   •  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested   •  Sense  of  obliga@on  imposes  by  the  script   Efficient+   Beneficial  +   I  don’t  want  to  game   points…  I  want  to   Make  social   connec@on   Explore  new   challenges   36  
  • 37. Problem:  Gamifica@on  in  CL  Scenarios   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   Instruc@onal   Designer   CSCL  Script   (IMS-­‐LD)   CL  Ac@vi@es  (interac@ons)         CL  Scenario   LA   LB   LC   nega@ve  aitudes   degrade  dynamics   nega7ve  learning  outcomes   +  demo7va7on   •  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested   •  Sense  of  obliga@on  imposes  by  the  script   Efficient+   Beneficial  +   I  don’t  want  to  game   points…  I  want  to   Make  social   connec@on   Explore  new   challenges   WIN!   37  
  • 38. Problem:  Gamifica@on  in  CL  Scenarios   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   Instruc@onal   Designer   CSCL  Script   (IMS-­‐LD)   CL  Ac@vi@es  (interac@ons)         CL  Scenario   LA   LB   LC   nega@ve  aitudes   degrade  dynamics   nega7ve  learning  outcomes   +  demo7va7on   •  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested   •  Sense  of  obliga@on  imposes  by  the  script   Efficient+   Beneficial  +   I  don’t  want  to  game   points…  I  want  to   Make  social   connec@on   Explore  new   challenges   WIN!   38  
  • 39. Problem:  Gamifica@on  in  CL  Scenarios   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   Instruc@onal   Designer   CSCL  Script   (IMS-­‐LD)   CL  Ac@vi@es  (interac@ons)         CL  Scenario   LA   LB   LC   nega@ve  aitudes   degrade  dynamics   nega7ve  learning  outcomes   +  demo7va7on   •  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested   •  Sense  of  obliga@on  imposes  by  the  script   Efficient+   Beneficial  +   I  don’t  want  to  game   points…  I  want  to   Make  social   connec@on   Explore  new   challenges   WIN!   Tests   39  
  • 40. Problem:  Gamifica@on  in  CL  Scenarios   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   Instruc@onal   Designer   CSCL  Script   (IMS-­‐LD)   CL  Ac@vi@es  (interac@ons)         CL  Scenario   LA   LB   LC   nega@ve  aitudes   degrade  dynamics   nega7ve  learning  outcomes   +  demo7va7on   •  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested   •  Sense  of  obliga@on  imposes  by  the  script   Efficient+   Beneficial  +   I  don’t  want  to  game   points…  I  want  to   Make  social   connec@on   Explore  new   challenges   WIN!   Tests   40  
  • 41. Problem:  Gamifica@on  in  CL  Scenarios   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   Instruc@onal   Designer   CSCL  Script   (IMS-­‐LD)   CL  Ac@vi@es  (interac@ons)         CL  Scenario   LA   LB   LC   nega@ve  aitudes   degrade  dynamics   nega7ve  learning  outcomes   +  demo7va7on   •  Neglect  his  personal  skills  to  complete  a  task  as  it  was  requested   •  Sense  of  obliga@on  imposes  by  the  script   Efficient+   Beneficial  +   I  don’t  want  to  game   points…  I  want  to   Make  social   connec@on   Explore  new   challenges   WIN!   Tests   Context  and  needs   of  learners  change   41  
  • 42. Approach:  Ontological  Engineering   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   42   Ontologies   (Structures)   Knowledge   Bases   (Models)   Best  Prac7ces  and   Theories  of  Gamifica7on     Describe  informa@on   Support  for  the   development  of   Instr.  designer/   teacher/researcher   Ø design  gamified  CL  scenarios   Ø evaluate  the  prac@ces  and  theories   Ø es@mate  and  calculate  the  benefits   Ontology-­‐aware  systems    
  • 43. From  CL  Scenario  To  Gamified  CL  Scenario   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   43   Gamifed  CL  Scenario   CL  Scenario   Y<=I-­‐goal   I-­‐goal   W(A)-­‐goal   Learning  Strategy   *   Learner   I-­‐role   Learner   You-­‐role   I-­‐goal   CL  process   *   G W(L)-­‐goal   Common  goal   *   Interact  Parern   Teaching-­‐learning  process   *  
  • 44. From  CL  Scenario  To  Gamified  CL  Scenario   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   44   Gamifed  CL  Scenario   Modeling of Learner's Development Learner  Growth  Model   (Isotani  &  Mizoguchi,  2007)   CL  Scenario   Y<=I-­‐goal   I-­‐goal   W(A)-­‐goal   Learning  Strategy   *   Learner   I-­‐role   Learner   You-­‐role   I-­‐goal   CL  process   *   G W(L)-­‐goal   Common  goal   *   Interact  Parern   Teaching-­‐learning  process   *  
  • 45. From  CL  Scenario  To  Gamified  CL  Scenario   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   45   Gamifed  CL  Scenario   Modeling of Learner's Development Learner  Growth  Model   (Isotani  &  Mizoguchi,  2007)   Formation of Effective Groups Learners   Effec@ve  Groups   (Isotani  et  al.,  2009)   CL  Scenario   Y<=I-­‐goal   I-­‐goal   W(A)-­‐goal   Learning  Strategy   *   Learner   I-­‐role   Learner   You-­‐role   I-­‐goal   CL  process   *   G W(L)-­‐goal   Common  goal   *   Interact  Parern   Teaching-­‐learning  process   *  
  • 46. From  CL  Scenario  To  Gamified  CL  Scenario   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   46   Gamifed  CL  Scenario   Modeling of Learner's Development Learner  Growth  Model   (Isotani  &  Mizoguchi,  2007)   Formation of Effective Groups Learners   Effec@ve  Groups   (Isotani  et  al.,  2009)   Design of CL Scenarios LA LB Tutor Tutee ü Learning  Strategies   ü Learning  Goals   ü Group  Goals   ü Roles   (Isotani  et  al.,  2013)   CL  Scenario   Y<=I-­‐goal   I-­‐goal   W(A)-­‐goal   Learning  Strategy   *   Learner   I-­‐role   Learner   You-­‐role   I-­‐goal   CL  process   *   G W(L)-­‐goal   Common  goal   *   Interact  Parern   Teaching-­‐learning  process   *  
  • 47. From  CL  Scenario  To  Gamified  CL  Scenario   47  Sept.  9,  2014   Modeling of Learner's Development Formation of Effective Groups Design of CL Scenarios Apply Gamification CL  Scenario   Y<=I-­‐goal   I-­‐goal   W(A)-­‐goal   Learning  Strategy   *   Learner   I-­‐role   Learner   You-­‐role   I-­‐goal   CL  process   *   G W(L)-­‐goal   Common  goal   *   Interact  Parern   Teaching-­‐learning  process   *   LA LB Tutor Tutee “the  use  of  game  design   elements  in  non-­‐game  …”     Gamifed  CL  Scenario   An  Ontology  to  Gamify  CL  Scenarios   Unlockable   System   Point   System   Badge   System  
  • 48. From  CL  Scenario  To  Gamified  CL  Scenario   48  Sept.  9,  2014   Modeling of Learner's Development Formation of Effective Groups Design of CL Scenarios Apply Gamification CL  Scenario   Y<=I-­‐goal   I-­‐goal   W(A)-­‐goal   Learning  Strategy   *   Learner   I-­‐role   Learner   You-­‐role   I-­‐goal   CL  process   *   G W(L)-­‐goal   Common  goal   *   Interact  Parern   Teaching-­‐learning  process   *   LA LB Tutor Tutee “the  use  of  game  design   elements  in  non-­‐game  …”     •  What  game  mechanics  must  be   used  to  mo7vate  the  learners?   Gamifed  CL  Scenario   Only:  design  of  game  mechanics   An  Ontology  to  Gamify  CL  Scenarios   Unlockable   System   Point   System   Badge   System  
  • 49. LA LB Mo@va@on  and  Game  Mechanics   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   49   Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the   sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).   Behavior Needs Satisfaction
  • 50. LA LB Mo@va@on  and  Game  Mechanics   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   50   Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the   sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).   Behavior Needs Satisfaction Game elements
  • 51. LA LB Mo@va@on  and  Game  Mechanics   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   51   Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the   sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).   Behavior Needs Satisfaction Game elements change  or  intensify   his  needs  
  • 52. LA LB Mo@va@on  and  Game  Mechanics   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   52   Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the   sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).   Behavior Needs Satisfaction Game elements change  or  intensify   his  needs   The  proper  combina@on  of  different  game  elements   provides  an  adequate  environment  for  all  learners.  
  • 53. LA LB Mo@va@on  and  Game  Mechanics   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   53   Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the   sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).   Behavior Needs Satisfaction Game elements change  or  intensify   his  needs   The  proper  combina@on  of  different  game  elements   provides  an  adequate  environment  for  all  learners.   •  Game  mechanics(GM):  inputs  (CL  scenario)  -­‐>  output  (gaming)   Game mechanics
  • 54. LA LB Mo@va@on  and  Game  Mechanics   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   54   Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the   sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).   Behavior Needs Satisfaction Game elements change  or  intensify   his  needs   The  proper  combina@on  of  different  game  elements   provides  an  adequate  environment  for  all  learners.   •  Game  mechanics(GM):  inputs  (CL  scenario)  -­‐>  output  (gaming)   Game mechanics Point  System  
  • 55. LA LB Mo@va@on  and  Game  Mechanics   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   55   Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the   sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).   Behavior Needs Satisfaction Game elements change  or  intensify   his  needs   The  proper  combina@on  of  different  game  elements   provides  an  adequate  environment  for  all  learners.   •  Game  mechanics(GM):  inputs  (CL  scenario)  -­‐>  output  (gaming)   Game mechanics Point  System   Social  Connec@on  
  • 56. LA LB Mo@va@on  and  Game  Mechanics   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   56   Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the   sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).   Behavior Needs Satisfaction Game elements change  or  intensify   his  needs   The  proper  combina@on  of  different  game  elements   provides  an  adequate  environment  for  all  learners.   •  Game  mechanics(GM):  inputs  (CL  scenario)  -­‐>  output  (gaming)   Game mechanics Point  System   Social  Connec@on   demonstrate  mastery   relatedness  
  • 57. LA LB Mo@va@on  and  Game  Mechanics   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   57   Mo@va@on  is  the  process  used  to  allocate  energy  to  maximize  the   sa7sfac7on  of  needs  (Pritchard  &  Ashwood,  2008).   Behavior Needs Satisfaction Game elements change  or  intensify   his  needs   The  proper  combina@on  of  different  game  elements   provides  an  adequate  environment  for  all  learners.   •  Game  mechanics(GM):  inputs  (CL  scenario)  -­‐>  output  (gaming)   Game mechanics Point  System   Social  Connec@on   demonstrate  mastery   relatedness   Every  GM  is  Customized  (ind.needs)   -­‐>  Increase  his  liking  for  CL  Ac@vi@es   Internaliza@on   of  mo@va@on  
  • 58. I-­‐mot  goal:  Individual  mo@va@onal  goal   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   58   Behavior Needs Satisfaction Game elements Ind. motivational goal Internaliza@on  of  mo@va@on     Sa@sfac@on  of  needs   *   An  individual  mo7va7onal  goal  represents  the  expected  changes  on   the  mind  of  a  learner  using  game  mechanics.       Game mechanics
  • 59. I-­‐mot  goal:  Individual  mo@va@onal  goal   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   59   Behavior Needs Satisfaction Game elements Ind. motivational goal Internaliza@on  of  mo@va@on     Sa@sfac@on  of  needs   *   An  individual  mo7va7onal  goal  represents  the  expected  changes  on   the  mind  of  a  learner  using  game  mechanics.       •  Amo@va@on  -­‐>  External  Reg.   •  (External  Mot.  -­‐>  Intrinsic  Mot.)   •  External  Reg.  -­‐>  Introjected  Reg.   •  Introjected  Reg.  -­‐>  Iden@fied  Reg.   •  Iden@fied  Reg.  -­‐>  Integrated  Reg.   •  Integrated  Reg.  -­‐>  Intrinsic  Reg.   Self-­‐determina@on  Theory   (Deci  &  Ryan,  2010)   Game mechanics
  • 60. I-­‐mot  goal:  Individual  mo@va@onal  goal   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   60   Behavior Needs Satisfaction Game elements Ind. motivational goal Internaliza@on  of  mo@va@on     Sa@sfac@on  of  needs   *   An  individual  mo7va7onal  goal  represents  the  expected  changes  on   the  mind  of  a  learner  using  game  mechanics.       •  Sa@sfac@on  of  Autonomy   •  Sa@sfac@on  of  Relatedness   •  Sa@sfac@on  of  Competence   •  Sa@sfac@on  of  Purpose   •  Sa@sfac@on  of  Mastery   •  Amo@va@on  -­‐>  External  Reg.   •  (External  Mot.  -­‐>  Intrinsic  Mot.)   •  External  Reg.  -­‐>  Introjected  Reg.   •  Introjected  Reg.  -­‐>  Iden@fied  Reg.   •  Iden@fied  Reg.  -­‐>  Integrated  Reg.   •  Integrated  Reg.  -­‐>  Intrinsic  Reg.   Self-­‐determina@on  Theory   (Deci  &  Ryan,  2010)   Self-­‐determina@on  Theory   (Deci  &  Ryan,  2010)   Pink  Dan  (2011)   Competence  Relatedness  Autonomy   Purpose   Autonomy  Mastery   Game mechanics
  • 61. Player  Role:  Playing  style    (Ind.  Pers.  Trait)   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   61   Behavior Needs Satisfaction Game elements Game mechanics Ind. motivation goal Playing styles (Ind. traits) Models  of:   •  7  Player  Types  (Laws,  2002)   •  4  Player  Types  (Bartle,  2004)   •  8  Player  Types  (Marczewski,  2013)   …  
  • 62. Player  Role:  Playing  style    (Ind.  Pers.  Trait)   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   62   Behavior Needs Satisfaction Game elements Game mechanics Ind. motivation goal Playing styles (Ind. traits) Models  of:   •  7  Player  Types  (Laws,  2002)   •  4  Player  Types  (Bartle,  2004)   •  8  Player  Types  (Marczewski,  2013)   …   The  playing  styles  are  individual  personality  traits  that  define  the   preferences  of  a  person  when  he/she  is  playing  a  game.  
  • 63. Player  Role:  Playing  style    (Ind.  Pers.  Trait)   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   63   Behavior Needs Satisfaction Game elements Game mechanics Ind. motivation goal Playing styles (Ind. traits) Models  of:   •  7  Player  Types  (Laws,  2002)   •  4  Player  Types  (Bartle,  2004)   •  8  Player  Types  (Marczewski,  2013)   …   The  playing  styles  are  individual  personality  traits  that  define  the   preferences  of  a  person  when  he/she  is  playing  a  game.   user-­‐orienta5on   (interac5ng  with  others)   system-­‐orienta5on   (exploring  the  game)   Interac5on-­‐orienta5on   (interac5ng  inside)   act-­‐orienta5on   (having  influence  outside)   (Socializer)   (Explorer)   (Achiever)   (Killer)   (Bartle,  2004)   4  Player  Types  
  • 64. Player  Role:  Models  of  player  types   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   64   Behavior Needs Satisfaction Game elements Game mechanics Ind. motivation goal Playing styles (Ind. traits) LA LB Player  Role   Mo@va@on  stage   Necessary  condi@on   *   Psychological  need   Necessary  condi@on   *   Playing  style   Desired  condi@on   *   Player Role A  Player  Role  defines  the  necessary  and  desired  condi7ons  that  a   learner  must  have  to  play  a  player  type.    
  • 65. Y<=I-­‐mot  goal:  Mo@va@onal  strategy   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   65   Behavior Needs Satisfaction Game elements Game mechanics Ind. motivation goal Playing styles (Ind. traits) LA LB Player Role The  Y<=I-­‐mot  goal  is  the  mo7va7onal  strategy  that  will  be  used  by   game  elements  to  enhance  the  learning  strategy  employed  by  a   learner  in  focus.   Motivational Strategy Y<=I-­‐mot  goal   Enhance   (learning  strategy)  
  • 66. Y<=I-­‐mot  goal:  Mo@va@onal  strategy   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   66   Behavior Needs Satisfaction Game elements Game mechanics Ind. motivation goal Playing styles (Ind. traits) LA LB Player Role The  Y<=I-­‐mot  goal  is  the  mo7va7onal  strategy  that  will  be  used  by   game  elements  to  enhance  the  learning  strategy  employed  by  a   learner  in  focus.   Motivational Strategy Y<=I-­‐mot  goal   Enhance   (learning  strategy)   influence  the  design  of  
  • 67. Y<=I-­‐mot  goal:  Mo@va@onal  strategy   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   67   Behavior Needs Satisfaction Game elements Game mechanics Ind. motivation goal Playing styles (Ind. traits) LA LB Player Role The  Y<=I-­‐mot  goal  is  the  mo7va7onal  strategy  that  will  be  used  by   game  elements  to  enhance  the  learning  strategy  employed  by  a   learner  in  focus.   Motivational Strategy Y<=I-­‐mot  goal   Enhance   (learning  strategy)   Learner   I-­‐player  role   influence  the  design  of  
  • 68. Y<=I-­‐mot  goal:  Mo@va@onal  strategy   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   68   Behavior Needs Satisfaction Game elements Game mechanics Ind. motivation goal Playing styles (Ind. traits) LA LB Player Role The  Y<=I-­‐mot  goal  is  the  mo7va7onal  strategy  that  will  be  used  by   game  elements  to  enhance  the  learning  strategy  employed  by  a   learner  in  focus.   Motivational Strategy Y<=I-­‐mot  goal   Enhance   (learning  strategy)   Learner   You-­‐player  role   Learner   I-­‐player  role   influence  the  design  of  
  • 69. Y<=I-­‐mot  goal:  Mo@va@onal  strategy   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   69   Behavior Needs Satisfaction Game elements Game mechanics Ind. motivation goal Playing styles (Ind. traits) LA LB Player Role The  Y<=I-­‐mot  goal  is  the  mo7va7onal  strategy  that  will  be  used  by   game  elements  to  enhance  the  learning  strategy  employed  by  a   learner  in  focus.   Motivational Strategy Y<=I-­‐mot  goal   Enhance   (learning  strategy)   Learner   You-­‐player  role   Learner   I-­‐player  role   I-­‐mot  goal   I-­‐mot  goal   *   influence  the  design  of  
  • 70. I-­‐gameplay:  Gameplay  Strategy   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   70   Gameplay Behavior Needs Satisfaction Game elements Game mechanics Ind. motivation goal Playing styles (Ind. traits) Player Role Motivational Strategy LA LB The  gameplay  strategy  is  the  ra@onal  arrangement  among  player   roles,  mo7va7onal  strategies  and  game  mechanics.   I-­‐gameplay   P-­‐Player  Role   Primary  focus   1   Y<=I-­‐mot  goal   S<=P-­‐mot  goal   1   Game  mechanics   What  use   *  
  • 71. I-­‐gameplay:  Gameplay  Strategy   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   71   Gameplay Behavior Needs Satisfaction Game elements Game mechanics Ind. motivation goal Playing styles (Ind. traits) Player Role Motivational Strategy LA LB The  gameplay  strategy  is  the  ra@onal  arrangement  among  player   roles,  mo7va7onal  strategies  and  game  mechanics.   I-­‐gameplay   P-­‐Player  Role   Primary  focus   1   Y<=I-­‐mot  goal   S<=P-­‐mot  goal   1   Game  mechanics   What  use   *   Models  of   Player  Types   classify   &  decide  
  • 72. From  CL  Scenario  To  Gamified  CL  Scenario   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   72   CL  Scenario   Y<=I-­‐goal   W(A)-­‐goal   Learning  Strategy   *   CL  process   *   Y<=I-­‐goal   Learning  Strategy   *   Gamified  CL  Scenario   is  a   I-­‐mot  goal   Y<=I-­‐mot  goal   Mo@va@onal  Strategy   *   Learner   I-­‐player  role   Learner   You-­‐player  role   I-­‐mot  goal   *   G Gameplay  strategy   I-­‐gameplay  *   Game  mechanics   What  use   *  
  • 73. From  CL  Scenario  To  Gamified  CL  Scenario   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   73   Enhance   CL  Scenario   Y<=I-­‐goal   W(A)-­‐goal   Learning  Strategy   *   CL  process   *   Y<=I-­‐goal   Learning  Strategy   *   Gamified  CL  Scenario   is  a   I-­‐mot  goal   Y<=I-­‐mot  goal   Mo@va@onal  Strategy   *   Learner   I-­‐player  role   Learner   You-­‐player  role   I-­‐mot  goal   *   G Gameplay  strategy   I-­‐gameplay  *   Game  mechanics   What  use   *  
  • 74. From  CL  Scenario  To  Gamified  CL  Scenario   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   74   Enhance   CL  Scenario   Y<=I-­‐goal   W(A)-­‐goal   Learning  Strategy   *   CL  process   *   Y<=I-­‐goal   Learning  Strategy   *   Gamified  CL  Scenario   Player  Role   Mo@va@on  stage   Necessary  condi@on   *   Psychological  need   Necessary  condi@on   *   Playing  style   Desired  condi@on   *   is  a   I-­‐mot  goal   Y<=I-­‐mot  goal   Mo@va@onal  Strategy   *   Learner   I-­‐player  role   Learner   You-­‐player  role   I-­‐mot  goal   *   G Gameplay  strategy   I-­‐gameplay  *   Game  mechanics   What  use   *  
  • 75. From  CL  Scenario  To  Gamified  CL  Scenario   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   75   Enhance   CL  Scenario   Y<=I-­‐goal   W(A)-­‐goal   Learning  Strategy   *   CL  process   *   Y<=I-­‐goal   Learning  Strategy   *   Gamified  CL  Scenario   Player  Role   Mo@va@on  stage   Necessary  condi@on   *   Psychological  need   Necessary  condi@on   *   Playing  style   Desired  condi@on   *   is  a   I-­‐mot  goal   Y<=I-­‐mot  goal   Mo@va@onal  Strategy   *   Learner   I-­‐player  role   Learner   You-­‐player  role   I-­‐mot  goal   *   G Gameplay  strategy   I-­‐gameplay  *   Game  mechanics   What  use   *   the  proper  player  types  and  game   mechanics  for  each  learner   Applica@on   LA LB
  • 76. Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   76   Applica@on  of  Ontological  Structure   (Socializer)   (Killer)   (Explorer)   Player  Types   (Bartle,  2004)   (Achiever)  
  • 77. Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   77   Player  Role   Mo@va@on  stage   Necessary  condi@on   *   Psychological  need   Necessary  condi@on   *   Playing  style   Desired  condi@on   *   Enhance   Y<=I-­‐goal   Learning  Strategy   *   Gamified  CL  Scenario   I-­‐mot  goal   Y<=I-­‐mot  goal   Mo@va@onal  Strategy   *   Learner   I-­‐player  role   Learner   You-­‐player  role   I-­‐mot  goal   *   G Gameplay  strategy   I-­‐gameplay  *   Game  mechanics   What  use   *              
  • 78. Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   78   Player  Role   Mo@va@on  stage   Necessary  condi@on   *   Psychological  need   Necessary  condi@on   *   Playing  style   Desired  condi@on   *   Enhance   Y<=I-­‐goal   Learning  Strategy   *   Gamified  CL  Scenario   I-­‐mot  goal   Y<=I-­‐mot  goal   Mo@va@onal  Strategy   *   Learner   I-­‐player  role   Learner   You-­‐player  role   I-­‐mot  goal   *   G Gameplay  strategy   I-­‐gameplay  *   Game  mechanics   What  use   *              
  • 79. Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   79   Applica@on   N1:  mastery     N2:  relatedness   N3:  autonomy   LA LB psychological  needs   N2  N1   I1:  system-­‐orienta@on   I2:  ac@ng-­‐orienta@on   I3:  interac@ng-­‐orienta@on   (1)  Select  the  scenarios  that  sa@sfy  the   learners’  needs  by  looking  the  ind.  mot.  goal  
  • 80. Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   80         Applica@on   N1:  mastery     N2:  relatedness   N3:  autonomy   LA LB psychological  needs   N2  N1   I1:  system-­‐orienta@on   I2:  ac@ng-­‐orienta@on   I3:  interac@ng-­‐orienta@on   sa7sfies  
  • 81. Sept.  9,  2014   N1:  mastery     N2:  relatedness   N3:  autonomy   I1:  system-­‐orienta@on   I2:  ac@ng-­‐orienta@on   I3:  interac@ng-­‐orienta@on   An  Ontology  to  Gamify  CL  Scenarios   81   Applica@on   LA LB psychological  needs   N2  N1   (2)  Checking  the  necessary  condi@ons  to  play  a  player   type,  and  seing  the  priority  using  the  desired  condi@ons  
  • 82. Sept.  9,  2014   N1:  mastery     N2:  relatedness   N3:  autonomy   I1:  system-­‐orienta@on   I2:  ac@ng-­‐orienta@on   I3:  interac@ng-­‐orienta@on   An  Ontology  to  Gamify  CL  Scenarios   82   Applica@on   LA LB psychological  needs   N2  N1        ok   more  priority   ok   ok   ind.  pers.  traits   I2  I1               sa7sfies  
  • 83. Sept.  9,  2014   N1:  mastery     N2:  relatedness   N3:  autonomy   I1:  system-­‐orienta@on   I2:  ac@ng-­‐orienta@on   I3:  interac@ng-­‐orienta@on   (3)  Seing  the  player  type  if  no  one   constraint  is  violated  in  the  mot.  strategy   An  Ontology  to  Gamify  CL  Scenarios   83   Applica@on   LA LB more  priority        
  • 84. Sept.  9,  2014   N1:  mastery     N2:  relatedness   N3:  autonomy   I1:  system-­‐orienta@on   I2:  ac@ng-­‐orienta@on   I3:  interac@ng-­‐orienta@on   An  Ontology  to  Gamify  CL  Scenarios   84   Applica@on   LA LB more  priority              
  • 85. Sept.  9,  2014   N1:  mastery     N2:  relatedness   N3:  autonomy   I1:  system-­‐orienta@on   I2:  ac@ng-­‐orienta@on   I3:  interac@ng-­‐orienta@on   (4)  Seing  the  proper  game  mechanics   using  the  structure  gameplay   An  Ontology  to  Gamify  CL  Scenarios   85   Applica@on   LA LB more  priority        
  • 86. N1:  mastery     N2:  relatedness   N3:  autonomy   I1:  system-­‐orienta@on   I2:  ac@ng-­‐orienta@on   I3:  interac@ng-­‐orienta@on   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   86   Applica@on   LA LB psychological  needs   N3  N1        
  • 87. N1:  mastery     N2:  relatedness   N3:  autonomy   I1:  system-­‐orienta@on   I2:  ac@ng-­‐orienta@on   I3:  interac@ng-­‐orienta@on   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   87   Applica@on   LA LB      ok   more  priority   ok   ok               ind.  pers.  traits   I3  I1   psychological  needs   N3  N1  
  • 88. N1:  mastery     N2:  relatedness   N3:  autonomy   I1:  system-­‐orienta@on   I2:  ac@ng-­‐orienta@on   I3:  interac@ng-­‐orienta@on   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   88         Applica@on   LA LB more  priority                    
  • 89. Conclusions  and  Future  Research   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   89   •  We  proposed  an  ontology  engineering  approach  to  overcome  the   difficul@es  to  apply  gamifica@on  in  CL  scenarios;   •  We  made  the  connec@on  among  psychological  needs,  playing  styles   and  game  mechanics  to  define  our  ontology;   •  We  shown  an  example  of  applica@on  using   the  current  version  of  our  approach;   Gameplay Behavior Needs Satisfaction Game elements Game mechanics Ind. motivation goal Playing styles (Ind. traits) Player Role Motivational Strategy
  • 90. Conclusions  and  Future  Research   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   90   •  We  proposed  an  ontology  engineering  approach  to  overcome  the   difficul@es  to  apply  gamifica@on  in  CL  scenarios;   •  We  made  the  connec@on  among  psychological  needs,  playing  styles   and  game  mechanics  to  define  our  ontology;   •  We  shown  an  example  of  applica@on  using   the  current  version  of  our  approach;   Gameplay Behavior Needs Satisfaction Game elements Game mechanics Ind. motivation goal Playing styles (Ind. traits) Player Role Motivational Strategy Affective states Game dynamics Game interfaces •  Future  works:  We  will  complete   the  modeling  of  Gamified  CL   Scenarios,  including:   •  Design  of  game  dynamics   •  Design  of  game  interfaces   •  Design  of  game  models   •  …  
  • 91. •  Challco,  G.  C.,  Moreira,  D.,  Mizoguchi,  R.,  &  Isotani,  S.  (2014,  January).  Towards   an  Ontology  for  Gamifying  Collabora@ve  Learning  Scenarios.  In  Intelligent   Tutoring  Systems  (pp.  404-­‐409).  Springer  Interna@onal  Publishing.   •  Schell,  J.  (2008).  The  Art  of  Game  Design:  A  book  of  lenses.  CRC  Press.   •  Deterding,  S.,  Dixon,  D.,  Khaled,  R.,  &  Nacke,  L.  (2011,  September).  From  game   design  elements  to  gamefulness:  defining  gamifica@on.  In  Proceedings  of  the   15th  Interna5onal  Academic  MindTrek  Conference:  Envisioning  Future  Media   Environments  (pp.  9-­‐15).  ACM.   •  Webb,  E.  N.  (2013).  Gamifica@on:  When  It  Works,  When  It  Doesn’t.  In  Design,   User  Experience,  and  Usability.  Health,  Learning,  Playing,  Cultural,  and  Cross-­‐ Cultural  User  Experience  (pp.  608–614).  Springer.   •  Hamari,  J.,  Koivisto,  J.,  &  Sarsa,  H.  (2014,  January).  Does  Gamifica@on  Work?  -­‐  A   Literature  Review  of  Empirical  Studies  on  Gamifica@on.  In  System  Sciences   (HICSS),  2014  47th  Hawaii  Interna5onal  Conference  on  (pp.  3025-­‐3034).  IEEE.   •  Isotani,  S.,  &  Mizoguchi,  R.  (2007).  Deployment  of  ontologies  for  an  effec@ve   design  of  collabora@ve  learning  scenarios.  In  Groupware:  Design,   Implementa@on,  and  Use  (pp.  223–238).  Springer.   References   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   91  
  • 92. •  Isotani,  S.,  Inaba,  A.,  Ikeda,  M.,  &  Mizoguchi,  R.  (2009).  An  ontology  engineering   approach  to  the  realiza@on  of  theory-­‐driven  group  forma@on.  Interna@onal   Journal  of  Computer-­‐Supported  Collabora@ve  Learning,  4(4),  445–478.     •  Isotani,  S.,  Mizoguchi,  R.,  Isotani,  S.,  Capeli,  O.  M.,  Isotani,  N.,  De  Albuquerque,  A.   R.,  ...  &  Jaques,  P.  (2013).  A  Seman@c  Web-­‐based  authoring  tool  to  facilitate  the   planning  of  collabora@ve  learning  scenarios  compliant  with  learning  theories.   Computers  &  Educa5on,  63,  267-­‐284.   •  Pritchard,  R.,  &  Ashwood,  E.  (2008).  Managing  mo5va5on:  A  manager's  guide  to   diagnosing  and  improving  mo5va5on.  Psychology  Press.   •  Deci,  E.  L.,  &  Ryan,  R.  M.  (2010).  Self-­‐Determina5on.  John  Wiley  &  Sons,  Inc..   •  Pink,  D.  H.  (2011).  Drive:  The  surprising  truth  about  what  mo5vates  us.  Penguin..     •  Laws,  R.  D.  (2002).  Robin's  Laws  of  good  game  mastering.  Steve  Jackson  Games.   •  Bartle,  R.  A.  (2004).  Designing  virtual  worlds.  New  Riders   •  Marczewski,  A.  (2013).  Gamifica5on:  a  simple  introduc5on.  Andrzej  Marczewski.   References   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   92  
  • 93. Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   93   References   Logo  3  
  • 94. Ontological  Structure  for  CL  Scenarios   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   94   CL  Scenario   Y<=I-­‐goal   I-­‐goal   W(A)-­‐goal   Learning  Strategy   *   Learner   I-­‐role   Learner   You-­‐role   I-­‐goal   CL  process   *   G W(L)-­‐goal   Common  goal   *   Interact  Parern   Teaching-­‐learning  process   *   I-Role (Role Concept) Learning Strategy (Context) depend on Learner (Potential Player) playing I-Role-1 Geiser (Role-playing thing) Learning by Teaching Tutor (Role-Holder) Tutor-1 The  model  of  roles  (Mizoguchi  et  al.,   2007)  proposes  the  division  of  Role  in:   •  Role  Concept   •  Poten@al  Player   •  Role-­‐playing  thing   •  Role  Holder  
  • 95. I-­‐mot  goal:  Internaliza@on  of  mo@va@on   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   95   Behavior Needs Satisfaction Game elements Game mechanics Ind. motivation goal Self-­‐determina@on  Theory  (Deci  &  Ryan,  2010)  …  from  …  to   LA LB I-­‐mot  goal   Internaliza@on  of  mo@va@on   Ini@al  stage   Goal  stage   Mo@va@on  stage   Mo@va@on  stage   is  a   is  a            Sa@sfac@on  of  need       *  
  • 96. I-­‐mot  goal:  Sa@sfac@on  of  needs   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   96   Behavior Needs Satisfaction Game elements Game mechanics Ind. motivation goal Self-­‐determina@on  Theory   (Deci  &  Ryan,  2010)   LA LB I-­‐mot  goal   Internaliza@on  of  mo@va@on   is  a   is  a   *   Ini@al  stage   without  need   Psychological  need   Goal  stage            Sa@sfac@on  of  need       Purpose   Autonomy  Mastery   Competence   Relatedness  Autonomy   Pink  Dan  (2011)  
  • 97. Applica@on  of  Ontological  Structure   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   97   Y<=I-­‐goal   I-­‐mot  goal   Y<=I-­‐mot  goal   Learning  Strategy   *   Mo@va@on  Strategy   *   Learner   I-­‐player  role   Learner   You-­‐player  role   I-­‐mot  goal   *   G Applica@on   N1:  mastery     N2:  relatedness   N3:  autonomy   Gameplay  strategy   I-­‐gameplay  *   Game  mechanics   What  use   *   Enhance   Gamified  CL  Scenario   LA LB (2)  checking  the  necessary  condi@ons  to  play   the  player  roles  and  seing  the  priority  of   scenarios  employing  the  desired  condi@ons   psychological  needs   N2  N1         Can  play   ind.  pers.  traits   I2  I1   Set  priority   I1:  interact-­‐orienta@on   I2:  user-­‐orienta@on   I3:  system-­‐orienta@on   Can  play   Set  priority   psychological  needs   ind.  pers.  traits   I3  I1   N3  N1  
  • 98. Applica@on  of  Ontological  Structure   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   98   Y<=I-­‐goal   I-­‐mot  goal   Y<=I-­‐mot  goal   Learning  Strategy   *   Mo@va@on  Strategy   *   Learner   I-­‐player  role   Learner   You-­‐player  role   I-­‐mot  goal   *   G Applica@on   S1:  Scenario  for  socializa@on   S2:  Scenario  for  achievement   S3:  Scenario  for  explora@on   Gameplay  strategy   I-­‐gameplay  *   Game  mechanics   What  use   *   Enhance   Gamified  CL  Scenario   LA LB (3)  checking  the  constraint  for  all  learners,  and  seing     the  player  type  if  no  one  constraint  is  violated  in  the     selected  scenarios         Can  play   Set  player  role   S1  à  S2   S3  à  S2   priority  stack  for  LA   priority  stack  for  LB   Selected  scenarios  
  • 99. Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   99                           more  priority   less  priority  more  priority   less  priority   ok   ok   ok   ok  ok   ok   ok   ok   ok   L(A)   L(A)  L(B)   L(B)   L(B)  can’t  play  the   socializer  role              
  • 100. Applica@on  of  Ontological  Structure   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   100   Y<=I-­‐goal   I-­‐mot  goal   Y<=I-­‐mot  goal   Learning  Strategy   *   Mo@va@on  Strategy   *   Learner   I-­‐player  role   Learner   You-­‐player  role   I-­‐mot  goal   *   G Applica@on   S1:  Scenario  for  socializa@on   S2:  Scenario  for  achievement   S3:  Scenario  for  explora@on   Gameplay  strategy   I-­‐gameplay  *   Game  mechanics   What  use   *   Enhance   Gamified  CL  Scenario   LA LB S1  à  S2   S3  à  S2   priority  stack  for  LA   priority  stack  for  LB   achiever   explorer   Se@ng               (4)  seing  the  proper  game  mechanics  for  all  learners   using  the  selected  scenarios  and  player  types  
  • 101. •  Mizoguchi,  R.,  Sunagawa,  E.,  Kozaki,  K.,  and    Kitamura,  Y.  (2007).  The  model  of   roles  within  an  ontology  development  tool:  Hozo.  Applied  Ontology,  2(2):159–   179.     References   Sept.  9,  2014   An  Ontology  to  Gamify  CL  Scenarios   101