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Towards a Competency-based Education with Gamification Design Elements

Published: 05 October 2015 Publication History

Abstract

In this contribution we describe a theoretical way of linking dynamics as gamification design elements with competency-based education. Furthermore the value of the adoption of dynamics is addressed in order to support the design of gamified and competency-based learning on an abstract level of goal definition.

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cover image ACM Conferences
CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
October 2015
852 pages
ISBN:9781450334662
DOI:10.1145/2793107
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 05 October 2015

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Author Tags

  1. competency-based education
  2. gamification
  3. gamification design elements

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  • Work in progress

Funding Sources

  • German Ministry of Education and Research

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CHI PLAY '15
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Acceptance Rates

CHI PLAY '15 Paper Acceptance Rate 40 of 144 submissions, 28%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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  • (2024)Technology Integration in Online Learning PlatformsTransdisciplinary Teaching and Technological Integration for Improved Learning10.4018/979-8-3693-8217-2.ch011(219-247)Online publication date: 16-Aug-2024
  • (2024)Towards an effective methodology for the integral gamification of classesMultimedia Tools and Applications10.1007/s11042-024-19846-wOnline publication date: 18-Jul-2024
  • (2023)FORTAGONO: A Model for the Technological Mediation of the Teaching and Learning ProcessesIEEE Access10.1109/ACCESS.2023.325444111(64294-64323)Online publication date: 2023
  • (2023)Shifting from traditional engineering education towards competency-based approach: The most recommended approach-reviewEducation and Information Technologies10.1007/s10639-022-11568-628:7(9081-9111)Online publication date: 7-Jan-2023
  • (2023)Gamification and neuromarketing: A unified approach for improving user experienceJournal of Consumer Behaviour10.1002/cb.217823:1(218-228)Online publication date: 16-May-2023
  • (2022)360-Degree View of Digital Open Badge-Driven LearningInnovations in the Design and Application of Alternative Digital Credentials10.4018/978-1-7998-7697-7.ch005(95-130)Online publication date: 2022
  • (2022)GamificationCases on Historical Thinking and Gamification in Social Studies and Humanities Education10.4018/978-1-6684-5240-0.ch008(119-141)Online publication date: 30-Jun-2022
  • (2022)Monitoring Students’ Professional Competencies in PBL: A Proposal Founded on Constructive Alignment and Supported by AI Technologies2022 IEEE Frontiers in Education Conference (FIE)10.1109/FIE56618.2022.9962459(1-8)Online publication date: 8-Oct-2022
  • (2021)Characterizing Student Engagement Moods for Dropout Prediction in Question Pool WebsitesProceedings of the ACM on Human-Computer Interaction10.1145/34490865:CSCW1(1-22)Online publication date: 22-Apr-2021
  • (2021)Toward a Design Theory of User-Centered Score Mechanics for Gamified Competency DevelopmentInformation Systems Management10.1080/10580530.2021.197585240:1(2-28)Online publication date: 8-Dec-2021
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