The objective of this output is to develop techniques and tools that include gamification. The research conducted wants to improve users’ motivation by creating applications adapted to their gamer profiles, and will impact potential educators that will benefit from the implementation of existing e-learning platforms. 

TITLE: Development of gamification techniques and tools based on general user profiles

AUTHORS: Iryna Miakush, Tuula Nousiainen, Marika Peltonen, Mikko Vesisenaho (UNIVERSITY OF JYVASKYLA  (JYU))

SUMMARY:  The main message based on a first literature review conducted, was that games and game elements have plenty of potential in terms of enhancing students’ motivation. Ultimately, this builds on the main factors of intrinsic motivation: challenge, curiosity and fantasy (Malone, 1981). In practice the successful implementation of gamification especially in the educational context has been challenging. Even though single game elements can enhance, for example, the feeling of competence, the overall experience depends on a complexity of aspects and requires a balance between game design and pedagogy. There are a number of game elements and concepts that can be applied in different ways in the gamification of education. These include elements such as feedback, achievements, goals, visualisation of progression, storyline/storytelling/narrative, playfulness, rules, reflection, loops of engagement, customization, and virtual goods. Based on the review, it is evident that opportunities are abundant but there is no one- size-fits-all solution that is directly applicable in all situations and successful with all users. 

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Activities are divided in 3 groups: 

-  Tools to measure and manage different levels of digital skills

-  Study of the different levels of digital skills detected and recommendations

- Automatic evaluation and self-evaluation tools for online platforms


UAM has developed a set of pilot experiences where the evaluation and

self-evaluation of students has been tested in many different areas. 

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This intellectual output will compile the best practices in e-learning using the new technologies which are developed during the project. The expected impact is certainly a change in education professionals' mind-set regarding e-learning and new opportunities. 

 Appropriate material to implement pilot experiences in organizations that are not the ones from the collaborators of the previous IOS will be created. Together with that Data analysis from those transversal pilot experiences will be done and all the material produced will be published freely on internet.

It will gather all teaching resources created by Professors for the e-learning courses. It will include the core content of the e-learning platform. 

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