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OneUp Learning: A Course Gamification Platform

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10653))

Abstract

Gamification of education is still evolving. It lacks systematic studies assessing its effect in different contexts. Creating a gamified course is still time-consuming and design limited. As a response to these challenges, we developed OneUp Learning – a customizable platform aimed at facilitating the process of gamifying learning activities and enabling contextual studies. In this paper we present the platform architecture and its functionality, which includes support for integrating game design elements in learning activities, for creation of dynamic problems and for visualizing student performance and progress. At the end, we present a usability study of the platform and the assessment results from an end user perspective.

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Notes

  1. 1.

    https://badgeville.com/.

  2. 2.

    http://www.bunchball.com/.

  3. 3.

    https://www.gameffective.com/.

  4. 4.

    https://gametize.com/index/.

  5. 5.

    https://www.hoopla.net/.

  6. 6.

    http://www.pugpharm.com/.

  7. 7.

    https://www.djangoproject.com/.

References

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Acknowledgments

This material is based upon work supported by the NSF project HRD 1623236 “TIP: Increasing Student Motivation and Engagement in STEM Courses through Gamification.” We thank Dr. Jurek Kirakowski for being gracious enough to grant us an academic license for SUMI.

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Correspondence to Darina Dicheva .

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Dicheva, D., Irwin, K., Dichev, C. (2017). OneUp Learning: A Course Gamification Platform. In: Dias, J., Santos, P., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2017. Lecture Notes in Computer Science(), vol 10653. Springer, Cham. https://doi.org/10.1007/978-3-319-71940-5_14

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  • DOI: https://doi.org/10.1007/978-3-319-71940-5_14

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-71939-9

  • Online ISBN: 978-3-319-71940-5

  • eBook Packages: Computer ScienceComputer Science (R0)

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