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A Gamified Educational Network for Collaborative Learning

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Internet of Things, Infrastructures and Mobile Applications (IMCL 2019)

Abstract

Online collaborative learning has been used since the 1980s, and although the evolution of the Internet and mobile computing has caused its mass adoption, e-learning remains a relevant field of study. Taking advantage of e-learning has driven the development of numerous tools, frameworks, and best practices to overcome the challenges faced by learners associated with the lack of interest and motivation to use online collaborative tools. In this paper, we present the development of a gamified educational network (GEN) focused at fostering and promoting collaborative learning by empowering learners to participate in the online activities by incorporating game elements including a points-based system, ranking, and a modular division. The results of a preliminary usability evaluation indicate that while the usability and user satisfaction of the GEN are both very good, further improvements to its collaborative functionality can be made.

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Notes

  1. 1.

    https://github.com/jazzband/django-embed-video.

  2. 2.

    https://github.com/shanbay/django-vote.

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Acknowledgment

The financial support in the form of an Ontario Trillium Scholarship to A. Torres is gratefully acknowledged. The funding support from the Social Sciences and Humanities Research Council of Canada (SSHRC), and the Natural Sciences and Engineering Research Council of Canada (NSERC) is also acknowledged.

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Correspondence to Bill Kapralos .

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Torres, A.B.B., Kapralos, B., Uribe-Quevedo, A., Quero, E.Z., Dubrowski, A. (2021). A Gamified Educational Network for Collaborative Learning. In: Auer, M.E., Tsiatsos, T. (eds) Internet of Things, Infrastructures and Mobile Applications. IMCL 2019. Advances in Intelligent Systems and Computing, vol 1192. Springer, Cham. https://doi.org/10.1007/978-3-030-49932-7_26

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  • DOI: https://doi.org/10.1007/978-3-030-49932-7_26

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  • Print ISBN: 978-3-030-49931-0

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