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Toward Personalised Gamification
for Learning Environments
Baptiste Monterrat1
Élise Lavoué1
Sébastien George2
MATEL workshop 2013,
Paphos, Cyprus
1 LIRIS, Université de Lyon 2 LIUM, Université du Maine
Learning environments, even if they
are efficient, are not always motivating
2B. Monterrat - Université de Lyon
Game and “fun”
enhance motivation
Learning environments, even if they
are efficient, are not always motivating
3B. Monterrat - Université de Lyon
Gamification
Serious
Games
Toys
Playful
design
• A game has an objective and rules
Game
Play
4B. Monterrat - Université de Lyon
Forms of “fun” in learning [Deterding et al., 2011]
Gamification
Serious
Games
• A game has an objective and rules
Game
Play
5B. Monterrat - Université de Lyon
Forms of “fun” in learning [Deterding et al., 2011]
Gamification “use of game design elements in non-gaming contexts”
[Deterding et al., 2011]
Gamification
Serious
Games
• Game elements are less central
with gamification
• Gamification can be based on
existing environments
Whole Part
6B. Monterrat - Université de Lyon
Various expectations about games
Killer
Socialiser
Achiever
Explorer
Motivated by
leader boards
Motivated by
friends
Motivated by
clear goals
Motivated by
discoveries
• According to player types [Bartle, 1996]
7B. Monterrat - Université de Lyon
Various expectations about games
Killer
Socialiser
Achiever
Explorer
Motivated by
leader boards
Motivated by
friends
Motivated by
clear goals
Motivated by
discoveries
• According to player types [Bartle, 1996]
• According to
user’s age.
[Charlier et al., 2012]
8B. Monterrat - Université de Lyon
Various expectations about games
Killer
Socialiser
Achiever
Explorer
Motivated by
leader boards
Motivated by
friends
Motivated by
clear goals
Motivated by
discoveries
• According to player types [Bartle, 1996]
• According to
user’s age.
[Charlier et al., 2012]
• According to
user’s gender.
[Hainey et al., 2012]
• Etc.
9B. Monterrat - Université de Lyon
Adaptivity
10B. Monterrat - Université de Lyon
Adaptivity
• Work on adaptive
learning games :
• Content
• Scenario
• Difficulty
• Learning path
• Etc.
• Work on adaptive
gamification:
• Not yet
11B. Monterrat - Université de Lyon
Our objective
Adaptive and generic
Gamification layer
Web based
Learning
Environment
12B. Monterrat - Université de Lyon
Research questions
Which architecture to support
adaptivity of game elements
in a learning environment?
How to
characterise
game elements?
User Model : Which
information is required
for personalisation?
How to integrate the
game elements in the
learning environment?
13B. Monterrat - Université de Lyon
Game Elements in Epiphytic Functionalities
Four features to be an epiphyte:
[Giroux et al., 1995]
• The epiphyte can not exist without its host
• The host can exist without the epiphyte
• The architecture of the epiphyte
is independent from the host architecture
• The epiphyte does not affect its host
14B. Monterrat - Université de Lyon
User Model:
Related work in adaptive environments
• Kobsa (1999) distinguishes three forms of adaptation: user data, usage data, environment data
• Conati (2002) focuses on what the
learner knows and does not know.
• Bernardini (2010) classifies the learners
according to their way of learning
High Learner, Low Learner
• Bartle’s player types (1996)
Killer, Achiever, Socialiser, Explorer
• Lazzaro’s keys of fun (2004)
Hard fun, Easy fun, Altered state, People factor
• Yee’s motivation components (2006)
Achievement, Social, Immersion
The user as a learner
User model elements for personalisation of learning environments
The user as a player
15B. Monterrat - Université de Lyon
16
Gamification layerLearning
Environment
The User Model for Adaptive Gamification
Learner Model Player Model
B. Monterrat - Université de Lyon
17
Gamification layerLearning
Environment
The User Model for Adaptive Gamification
Learner Model Player Model
Collected data Calculated data
• Player type
• Engagement level
B. Monterrat - Université de Lyon
I – USER DATA
• Age
• Gender
• Location
18
Gamification layerLearning
Environment
The User Model for Adaptive Gamification
Learner Model Player Model
Collected data Calculated data
III - ENVIRONMENT DATA
• Learning context
• Size of the group
• Date, hour
• Device
II - USAGE DATA
• Session dates
• Usage of epiphytes
• Response time
• Level of success
• Player type
• Engagement level
B. Monterrat - Université de Lyon
1. Collect the trace of interactions between the learner and environment, *
2. Detect learner disengagement, *
3. Choose a gamified functionality to activate,
4. Integrate the gamified functionality within the UI. *
19
* User model updates
Gamification Process
B. Monterrat - Université de Lyon
Architecture
20B. Monterrat - Université de Lyon
Conclusion and Future works
We explained the interest for gamification to be adaptive
and generic,
and proposed a user model and an architecture to
support such gamification.
21B. Monterrat - Université de Lyon
Conclusion and Future works
We explained the interest for gamification to be adaptive
and generic,
and proposed a user model and an architecture to
support such gamification.
We are working on the first implementation of this
system, based on an environment to learn spelling.
Development and assessments will be iterative.
22B. Monterrat - Université de Lyon
Conclusion and Future works
We explained the interest for gamification to be adaptive
and generic,
and proposed a user model and an architecture to
support such gamification.
We are working on the first implementation of this
system, based on an environment to learn spelling.
Development and assessments will be iterative.
We hope that this work is a step toward more
motivating learning environments.
23B. Monterrat - Université de Lyon
B. Monterrat - Université de Lyon 24
Thanks for your attention
baptiste.monterrat@universite-lyon.fr
Keep in mind…
Game should remain a
voluntary activity.
25
We can’t turn everything
into a game.
Games should not
replace learning.
Personalisation to user
data has limits.
B. Monterrat - Université de Lyon
Integration of the epiphytic functionalities
26
Popup window
Tooltip
Footer
Side Panel
B. Monterrat - Université de Lyon

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Toward Personalised Gamification for Learning Environments

  • 1. Toward Personalised Gamification for Learning Environments Baptiste Monterrat1 Élise Lavoué1 Sébastien George2 MATEL workshop 2013, Paphos, Cyprus 1 LIRIS, Université de Lyon 2 LIUM, Université du Maine
  • 2. Learning environments, even if they are efficient, are not always motivating 2B. Monterrat - Université de Lyon
  • 3. Game and “fun” enhance motivation Learning environments, even if they are efficient, are not always motivating 3B. Monterrat - Université de Lyon
  • 4. Gamification Serious Games Toys Playful design • A game has an objective and rules Game Play 4B. Monterrat - Université de Lyon Forms of “fun” in learning [Deterding et al., 2011]
  • 5. Gamification Serious Games • A game has an objective and rules Game Play 5B. Monterrat - Université de Lyon Forms of “fun” in learning [Deterding et al., 2011]
  • 6. Gamification “use of game design elements in non-gaming contexts” [Deterding et al., 2011] Gamification Serious Games • Game elements are less central with gamification • Gamification can be based on existing environments Whole Part 6B. Monterrat - Université de Lyon
  • 7. Various expectations about games Killer Socialiser Achiever Explorer Motivated by leader boards Motivated by friends Motivated by clear goals Motivated by discoveries • According to player types [Bartle, 1996] 7B. Monterrat - Université de Lyon
  • 8. Various expectations about games Killer Socialiser Achiever Explorer Motivated by leader boards Motivated by friends Motivated by clear goals Motivated by discoveries • According to player types [Bartle, 1996] • According to user’s age. [Charlier et al., 2012] 8B. Monterrat - Université de Lyon
  • 9. Various expectations about games Killer Socialiser Achiever Explorer Motivated by leader boards Motivated by friends Motivated by clear goals Motivated by discoveries • According to player types [Bartle, 1996] • According to user’s age. [Charlier et al., 2012] • According to user’s gender. [Hainey et al., 2012] • Etc. 9B. Monterrat - Université de Lyon
  • 10. Adaptivity 10B. Monterrat - Université de Lyon
  • 11. Adaptivity • Work on adaptive learning games : • Content • Scenario • Difficulty • Learning path • Etc. • Work on adaptive gamification: • Not yet 11B. Monterrat - Université de Lyon
  • 12. Our objective Adaptive and generic Gamification layer Web based Learning Environment 12B. Monterrat - Université de Lyon
  • 13. Research questions Which architecture to support adaptivity of game elements in a learning environment? How to characterise game elements? User Model : Which information is required for personalisation? How to integrate the game elements in the learning environment? 13B. Monterrat - Université de Lyon
  • 14. Game Elements in Epiphytic Functionalities Four features to be an epiphyte: [Giroux et al., 1995] • The epiphyte can not exist without its host • The host can exist without the epiphyte • The architecture of the epiphyte is independent from the host architecture • The epiphyte does not affect its host 14B. Monterrat - Université de Lyon
  • 15. User Model: Related work in adaptive environments • Kobsa (1999) distinguishes three forms of adaptation: user data, usage data, environment data • Conati (2002) focuses on what the learner knows and does not know. • Bernardini (2010) classifies the learners according to their way of learning High Learner, Low Learner • Bartle’s player types (1996) Killer, Achiever, Socialiser, Explorer • Lazzaro’s keys of fun (2004) Hard fun, Easy fun, Altered state, People factor • Yee’s motivation components (2006) Achievement, Social, Immersion The user as a learner User model elements for personalisation of learning environments The user as a player 15B. Monterrat - Université de Lyon
  • 16. 16 Gamification layerLearning Environment The User Model for Adaptive Gamification Learner Model Player Model B. Monterrat - Université de Lyon
  • 17. 17 Gamification layerLearning Environment The User Model for Adaptive Gamification Learner Model Player Model Collected data Calculated data • Player type • Engagement level B. Monterrat - Université de Lyon
  • 18. I – USER DATA • Age • Gender • Location 18 Gamification layerLearning Environment The User Model for Adaptive Gamification Learner Model Player Model Collected data Calculated data III - ENVIRONMENT DATA • Learning context • Size of the group • Date, hour • Device II - USAGE DATA • Session dates • Usage of epiphytes • Response time • Level of success • Player type • Engagement level B. Monterrat - Université de Lyon
  • 19. 1. Collect the trace of interactions between the learner and environment, * 2. Detect learner disengagement, * 3. Choose a gamified functionality to activate, 4. Integrate the gamified functionality within the UI. * 19 * User model updates Gamification Process B. Monterrat - Université de Lyon
  • 20. Architecture 20B. Monterrat - Université de Lyon
  • 21. Conclusion and Future works We explained the interest for gamification to be adaptive and generic, and proposed a user model and an architecture to support such gamification. 21B. Monterrat - Université de Lyon
  • 22. Conclusion and Future works We explained the interest for gamification to be adaptive and generic, and proposed a user model and an architecture to support such gamification. We are working on the first implementation of this system, based on an environment to learn spelling. Development and assessments will be iterative. 22B. Monterrat - Université de Lyon
  • 23. Conclusion and Future works We explained the interest for gamification to be adaptive and generic, and proposed a user model and an architecture to support such gamification. We are working on the first implementation of this system, based on an environment to learn spelling. Development and assessments will be iterative. We hope that this work is a step toward more motivating learning environments. 23B. Monterrat - Université de Lyon
  • 24. B. Monterrat - Université de Lyon 24 Thanks for your attention baptiste.monterrat@universite-lyon.fr
  • 25. Keep in mind… Game should remain a voluntary activity. 25 We can’t turn everything into a game. Games should not replace learning. Personalisation to user data has limits. B. Monterrat - Université de Lyon
  • 26. Integration of the epiphytic functionalities 26 Popup window Tooltip Footer Side Panel B. Monterrat - Université de Lyon