Intellectual Output 1

Gamification techniques and tools for e-learning platforms

The objective of this output is to improve the users’ motivation when using e-learning environments by creating applications that are adapted to their gamer profiles. The integration of new gamification techniques in existing e-learning platforms will lead to a student-centered learning experience.

Contents: 

A11: Development of proficiency evaluation tests applying gamification procedures 

Authors: UCLL, JYU, UAM, EURECAT

A12: Development of gamification techniques and tools based on general users’ profiles 

Authors: JYU

A14: Development of gamification techniques and tools based on feedback from previous experiences 

Authors: UVT

A18: Development of gamification techniques and tools based on feedback from previous experiences 

Authors: UCLL, JYU, EURECAT

A13, A15, A17: Piloting experiences on gamification 

A22, A23, A24, A25: Successful gamification techniques and gamer profiles 

A21, A26: Pedagogically meaningful use of gamification 

Contributors: JYU

image_canvas.png
College Student