• Alien Health: Promoting nutrition with video games in support of a science education curriculum in Chile 

    Badilla Quintana, María Graciela; Johnson Glenberg, Mina C.; Galindo Ledezma, Juan José; Revuelta Domínguez, Francisco Ignacio; Pedrera Rodríguez, María Inmaculada (Universidad de La Laguna, 2017)
    In order to be successful on a complex, computer-based and knowledge-driven society, both students and teachers must include Information and Communication Technologies (ICT) efficiently in learning and instruction. The ...
  • Applying DMC in a gamified teacher training course on gamification 

    Pujolà Font, Joan Tomàs; Berríos Muñoz, Andrea; Appel, Christine (Universidad de La Laguna, 2017)
    This paper deals with the Dynamics, Mechanics and Components (DCM) implemented in a gamified language teacher training course on gamification. First, the DMC framework is established and then a description of its design ...
  • CLEVER: A Gameful Enterprise Learning System 

    Elm, Dominic; Tondello, Gustavo F.; Nacke, Lennart E. (Universidad de La Laguna, 2012)
    Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. To address this issue, we developed a gameful learning ...
  • Design patterns to support gamification-based learning activities 

    Garcia González, Iolanda; Arnedo Moreno, Joan; Noguera Fructuoso, Ingrid; Aranda Juárez, Daniel; Sanz Martos, Sandra; Guàrdia Ortiz, Lourdes (Universidad de La Laguna, 2017)
    The application of game elements in an educational context requires a formalization of the design process. Some recurring problems are often found during this process, mostly related with student engagement and participation ...
  • Developing gamified interactive content for medical training in cytopathology 

    Rotaru, Dan Cristian; Fernández Manjón, Baltasar; Katri, Avni; Tambouret, Rosemary H. (Universidad de La Laguna, 2017)
    Cytologists at Massachusetts General Hospital want to improve training of both medical students at Harvard Medical School and cytologists in resource-limited areas of the world. The approach is to use medical imaging ...
  • Does the Scoring Method Used in a Game Affect Learning? An Empirical Examination of a Human Resources Task 

    Harris, Christopher G. (Universidad de La Laguna, 2017)
    Games have been used for centuries as a tool to foster the learning process. When designed well, they have demonstrated an ability to motivate people to improve their skills and capabilities. Scoring mechanisms in games ...
  • Foreword: 1st Workshop on Gamification and Games for Learning (GamiLearn’17) 

    Arnedo Moreno, Joan; González González, Carina Soledad; Mora Carreño, Alberto; Nacke, Lennart E. (Universidad de La Laguna, 2017)
  • Gamification and Active Games for Physical Exercise: A review of literature 

    González González, Carina Soledad; Navarro Adelantado, Vicente (Universidad de La Laguna, 2017)
    Physical and active games can attract young people and children to have regular physical exercise and to promote healthy habits. We presented a review about different studies on games and gamification applied to physical ...
  • Gamification as a Service for Formative Assessment E-Learning Tools 

    Clarisó, Robert; Arnedo Moreno, Joan; Bañeres Besora, David; Caballé Llobet, Santiago; Conesa, Jordi; Gañán Jiménez, David (Universidad de La Laguna, 2017)
    Formative assessment tools can benefit from the addition of gamification elements, as stronger engagement may generate further learning opportunities. However, adding gamification elements to such tools may require a ...
  • Gamification Badges and Ratings: Impact on an Academic Social Network 

    Bacelar, Fernando; Morgado, Lina; Rocio, Vitor (Universidad de La Laguna, 2017)
    The Article describes the Impact of using Gamification Elements like Badges, Status Bar and a Rating System on the Interaction, Collaboration, Cooperation and the Presences of the Community of Inquiry Framework, inside ...
  • Identifiying social learning throgh emotional patterns 

    Pedrera Rodríguez, María Inmaculada; Guerra Antequera, Jorge; Revuelta Domínguez, Francisco Ignacio (Universidad de La Laguna, 2017)
    The main objective of this research is to identify social learning through the analysis of the emotional patterns present in them. Our method contemplates the analysis of three video games of social theme, of which they ...
  • Introducing Competences into LTI-Connections between Learning Management Systems and Gaming Platforms 

    Then, Matthias; Wallenborn, Benjamin; Hemmje, Matthias; Martínez Ortiz, Iván; Calvo Morata, Antonio; Fernández Manjón, Baltasar (Universidad de La Laguna, 2017)
    E-learning standards like Learning Tools Interoperability (LTI) can support software developers and course authors at realizing innovative learning scenarios in distributed architectures. Standardized interaction processes ...
  • Lessons learned on adult student engagement in an online gameful course 

    Mora Carreño, Alberto; Melià Seguí, Joan; Arnedo Moreno, Joan (Universidad de La Laguna, 2017)
    Gamification has captured the interest of both Human-Computer Interaction and Educational Sciences during the last past years. However, most of the available case studies in the literature are not focused in online higher ...
  • Pneumo-gaming: Computer game based on multi-level mathematical modelling and simulation used to investigate early-phase bacterial lung infection 

    Santos Rosales, Guido; Vera González, Julio (Universidad de La Laguna, 2017)
    Pneumococcal infection is the most frequent cause of pneumonia, and one of the most prevalent and dangerous diseases. The risk groups for the disease namely, infants elderly and immunosuppressed people, are more exposed ...
  • Prehistoric societies. An educational proposal with Far Cry Primal 

    Guerra Antequera, Jorge; Sanz Ramos, Karen (Universidad de La Laguna, 2017)
    In this paper we reflect about the link between videogames an education. We know videogames are in the life of our children, our teenagers and in our lives. So, why we don´t use it for education? From this questioning we ...
  • PROVITAO: a research program based on active games for help the abulatory treatment of childhood obesity 

    Gómez del Río, Nazaret; Martín González, Raquel; González González, Carina Soledad; Navarro Adelantado, Vicente; Toledo Delgado, Pedro Antonio; Navarro Campillo, Luis; Barrios Fleytas, Yeray; Armas Torres, María Belén; Marrero Gordillo, Norberto; Quirce González, Carmela (Universidad de La Laguna, 2017)
    Childhood obesity is the most prevalent chronic disease in developed and developing countries. Recent studies showed that the Canary Islands are the Spanish region with the highest rate of childhood obesity. However, this ...
  • QUADRIVIA: A quiz-based serious game app to train university degrees knowledge 

    Riera Terrén, Daniel; Arnedo Moreno, Joan; Domènech Salvador, Núria (Universidad de La Laguna, 2017)
    QUADRIVIA is a mobile app oriented to give university students a tool to learn while playing. It is a quiz serious game, where questions are defined by teachers/experts following a methodology defined by experts in ...
  • The relationship between the self-perception of foreign languages teachers with respect to game-playing and their gamified learning activities 

    Batlle Rodríguez, Jaume; González Argüello, María Vicenta (Universidad de La Laguna, 2017)
    Gamification in Foreign Language Learning is conceived as a new tool to establish activities in a non-traditional way. For this reason, teachers and teachers’ training are trying to implement gamification parameters to ...
  • Social gamification in education: a gamified platform based on the Elgg framework 

    Garcia Cabot, Antonio; Garcia López, Eva; Caro Álvaro, Sergio; Marcos Ortega, Luis de; Martínez Herraiz, Jose Javier (Universidad de La Laguna, 2017)
    Education, MOOCs and gamification are growing together over the recent years to help students to get better academic results. A literature review was performed to detect the main gamification elements used in current ...
  • Teaching Computer Skills while Engaging Students: A Gamified Approach to Word Processing 

    Orio, Nicola; Micheletti, Andrea; Zilio, Daniel (Universidad de La Laguna, 2017)
    Learning computer skills while attending classes at the School of Humanities of the University of Padua can be little engaging. Low interest on the subject is paired by low resources by the School. Yet, effective computer ...