Skip to main content

Framework for Gamification of Educational Systems Using Behavioral Analysis

  • Conference paper
  • First Online:
17th International Conference on Information Technology–New Generations (ITNG 2020)

Abstract

The development of systems using gamification in the educational context has shown significant improvements in student engagement levels in relation to the content covered during the classes. Therefore, it is important to understand the behavioral variations of users in educational environments, enabling the definition of game elements that stimulate desirable behaviors during the teaching/learning process. This paper presents the proposal of a Framework, entitled Educa3C, developed according to the concepts of three-term contingency of behavioral analysis and gamification. Educa3C has been tested in a module of an educational platform that assists students and teachers in the teaching and learning process of a propositional logic discipline. The initial results are satisfactory and the proposed framework can be applied in any educational context or discipline.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.00
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 169.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Sebastian, D., Miguel, S., Lennart, N., Kenton, O., Dan, D.: Using game-design elements in non-gaming contexts. In: CHI’11 Extended Abstracts on Human Factors in Computing Systems, pp. 2425–2428. ACM (2011)

    Google Scholar 

  2. Burrhus, F.S.: Sobre o behaviorismo. Cultrix-Edusp, Sao Paulo (1982)

    Google Scholar 

  3. Diego, M.S.M., Veronica, B.H.: Icts and the role of gamification in science education from a behavioral-analytical viewpoint. In: National Meeting of Research in Science Education, vol. 10, pp. 1–8 (2015)

    Google Scholar 

  4. Aline, Z., Adalto, S., Taila, B., Jorge, B.: Studyplay: A gamified model for encouraging extra-class activities. Braz. Symp. Comp. Educ. 29(1), 1683 (2018)

    Google Scholar 

  5. Sahar, S.S., Jim, X.C., Harry, W., Daniel, C., Edward, W.: Designing computer games to teach algorithms. In: 7th International Conference on Information Technology New Generations, pp. 1119–1126. IEEE (2010)

    Google Scholar 

  6. Burrhus, F.S.: Ciência e comportamento humano. EPU, Sao Paulo (1953)

    Google Scholar 

  7. Giovana, D.P.: Contingency analysis training and intervention forecasting on the consequences of responding. Perspect. Behav. Anal. 2(1), 53–71 (2011)

    Google Scholar 

  8. Graciela, S.M., Laryssa, T., Roger, C.P., Richard, P., Marília, M.G., Luiz, S.R.G., Francisco, A.P.F.: Reinforcement andreward: Gamification treated under a behaviorist approach. Projetica. 5(2), 9–18 (2014)

    Article  Google Scholar 

  9. Alberto, M., Daniel, R., Carina, G., Joan, A.: Gamification: a systematic review of design frameworks. J. Comp. Higher Educ. 29(3), 516–548 (2017)

    Article  Google Scholar 

  10. Ana, C.T.K., Isabela, G., Marcelo, S.P.: 5w2h framework: a guide to design, develop and evaluate the user-centered gamification. In: 15th Brazilian Symposium on Human Factors in Computing Systems, p. 14. ACM (2016)

    Google Scholar 

  11. Marta, L., Victoria, F., Hirofumi, S., April, H.S., Jay, T., Melinda, S., Janet, S.T., Tv, J.L.: Comprehension by design: Teaching young learners how to comprehend what they read. Perform. Improv. 50(4), 40–47 (2011)

    Article  Google Scholar 

  12. Burrhus, F.S.: Teaching machines. Science. 128(3330), 969–977 (1958)

    Article  Google Scholar 

  13. Gordon, F.: Interpreting consumer choice: The behavioural perspective model. Routledge, New York (2009)

    Google Scholar 

  14. Kevin, W., Dan, H.: For the win: How game thinking can revolutionize your business. Wharton Digital Press, Philadelphia (2012)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Gomes, F.P., de Brito, P.F., Tives, H.A., Fagundes, F., Canedo, E.D. (2020). Framework for Gamification of Educational Systems Using Behavioral Analysis. In: Latifi, S. (eds) 17th International Conference on Information Technology–New Generations (ITNG 2020). Advances in Intelligent Systems and Computing, vol 1134. Springer, Cham. https://doi.org/10.1007/978-3-030-43020-7_46

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-43020-7_46

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-43019-1

  • Online ISBN: 978-3-030-43020-7

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics