Ver registro no DEDALUS
Exportar registro bibliográfico



Gamification of collaborative learning scenarios: structuring persuasive strategies using game elements and ontologies (2016)

  • Authors:
  • USP affiliated authors: ISOTANI, SEIJI - ICMC
  • USP Schools: ICMC
  • DOI: 10.1007/978-3-319-39672-9_2
  • Keywords: Gamification; Collaborative learning; CSCL scripts
  • Language: Inglês
  • Imprenta:
  • Source:
  • Conference titles: International Workshop Social Computing in Digital Education - SOCIALEDU 2015
  • Acesso online ao documento

    Online accessDOI or search this record in
    Informações sobre o DOI: 10.1007/978-3-319-39672-9_2 (Fonte: oaDOI API)
    • Este periódico é de assinatura
    • Este artigo NÃO é de acesso aberto
    • Cor do Acesso Aberto: closed
    Versões disponíveis em Acesso Aberto do: 10.1007/978-3-319-39672-9_2 (Fonte: Unpaywall API)

    Título do periódico: Communications in Computer and Information Science

    ISSN: 1865-0929,1865-0937

      Não possui versão em Acesso aberto
    Informações sobre o Citescore
  • Título: Communications in Computer and Information Science

    ISSN: 1865-0929

    Citescore - 2017: 0.39

    SJR - 2017: 0.17

    SNIP - 2017: 0.347

  • Exemplares físicos disponíveis nas Bibliotecas da USP
    BibliotecaCód. de barrasNúm. de chamada
    ICMC2781912-10PROD 2781912
    How to cite
    A citação é gerada automaticamente e pode não estar totalmente de acordo com as normas

    • ABNT

      CHALLCO, Geiser Chalco; MIZOGUCHI, Riichiro; BITTENCOURT, Ig I; ISOTANI, Seiji. Gamification of collaborative learning scenarios: structuring persuasive strategies using game elements and ontologies. Communications in Computer and Information Science[S.l: s.n.], 2016.Disponível em: DOI: 10.1007/978-3-319-39672-9_2.
    • APA

      Challco, G. C., Mizoguchi, R., Bittencourt, I. I., & Isotani, S. (2016). Gamification of collaborative learning scenarios: structuring persuasive strategies using game elements and ontologies. Communications in Computer and Information Science. Cham, Switzerland: Springer International Publishing. doi:10.1007/978-3-319-39672-9_2
    • NLM

      Challco GC, Mizoguchi R, Bittencourt II, Isotani S. Gamification of collaborative learning scenarios: structuring persuasive strategies using game elements and ontologies [Internet]. Communications in Computer and Information Science. 2016 ; 606 12-28.Available from:
    • Vancouver

      Challco GC, Mizoguchi R, Bittencourt II, Isotani S. Gamification of collaborative learning scenarios: structuring persuasive strategies using game elements and ontologies [Internet]. Communications in Computer and Information Science. 2016 ; 606 12-28.Available from:

    Referências citadas na obra
    Busch, M., et al.: Personalization in serious and persuasive games and gamified interactions. In: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2015, pp. 811–816. ACM (2015)
    Challco, G.C., Moreira, D.A., Bittencourt, I.I., Mizoguchi, R., Isotani, S.: Personalization of gamification in collaborative learning contexts using ontologies. IEEE Latin Am. Trans. 13, 1995–2002 (2015)
    Challco, G.C., Andrade, F., Oliveira, T., Mizoguchi, R., Isotani, S.: An ontological model to apply gamification as persuasive technology in collaborative learning scenarios. Anais do XXVI Simpósio Brasileiro de Informática na Educação 26, 499–508 (2015)
    Challco, G.C., Moreira, D.A., Mizoguchi, R., Isotani, S.: An ontology engineering approach to gamify collaborative learning scenarios. In: Baloian, N., Burstein, F., Ogata, H., Santoro, F., Zurita, G. (eds.) CRIWG 2014. LNCS, vol. 8658, pp. 185–198. Springer, Heidelberg (2014)
    Challco, G.C., Moreira, D., Mizoguchi, R., Isotani, S.: Towards an ontology for gamifying collaborative learning scenarios. In: Trausan-Matu, S., Boyer, K.E., Crosby, M., Panourgia, K. (eds.) ITS 2014. LNCS, vol. 8474, pp. 404–409. Springer, Heidelberg (2014)
    Falout, J., Elwood, J., Hood, M.: Demotivation: affective states and learning outcomes. System 37, 403–417 (2009)
    Fishbein, M., Ajzen, I.: Predicting and Changing Behavior: The Reasoned Action Approach. Psychology Press, New York (2009)
    Fogg, B.J.: Persuasive Technology: Using Computers to Change What We Think and Do. Morgan Kaufmann, Amsterdam (2002)
    Grimes, A., Kantroo, V., Grinter, R.E.: Let’s play!: mobile health games for adults. In: Proceedings of the 12th ACM International Conference on Ubiquitous Computing, UbiComp 2010, pp. 241–250. ACM (2010)
    Hamari, J., Koivisto, J., Pakkanen, T.: Do persuasive technologies persuade? - a review of empirical studies. In: Spagnolli, A., Chittaro, L., Gamberini, L. (eds.) PERSUASIVE 2014. LNCS, vol. 8462, pp. 118–136. Springer, Heidelberg (2014)
    Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work?–a literature review of empirical studies on gamification. In: Proceedings of the 2014 47th Hawaii International Conference on System Sciences, HICSS 2014, pp. 3025–3034. IEEE Computer Society (2014)
    Hayashi, Y., Bourdeau, J., Mizoguchi, R.: Structuring learning/instructional strategies through a state-based modeling. In: Proceedings of the 2009 Conference on Artificial Intelligence in Education: Building Learning Systems That Care: From Knowledge Representation to Affective Modelling, pp. 215–222. IOS Press (2009)
    Isotani, S., Mizoguchi, R., Isotani, S., Capeli, O.M., Isotani, N., de Albuquerque, A.R.: An authoring tool to support the design and use of theory-based collaborative learning activities. In: Aleven, V., Kay, J., Mostow, J. (eds.) ITS 2010, Part II. LNCS, vol. 6095, pp. 92–102. Springer, Heidelberg (2010)
    Isotani, S., et al.: A Semantic Web-based authoring tool to facilitate the planning of collaborative learning scenarios compliant with learning theories. Comput. Educ. 63, 267–284 (2013)
    Isotani, S., Inaba, A., Ikeda, M., Mizoguchi, R.: An ontology engineering approach to the realization of theory-driven group formation. Int. J. Comput. Support. Collab. Learn. 4, 445–478 (2009)
    Kaptein, M., De Ruyter, B., Markopoulos, P., Aarts, E.: Adaptive persuasive systems: a study of tailored persuasive text messages to reduce snacking. ACM Trans. Interact. Intell. Syst. 2, 10:1–10:25 (2012)
    Kaptein, M., Markopoulos, P., de Ruyter, B., Aarts, E.: Personalizing persuasive technologies: Explicit and implicit personalization using persuasion profiles. Int. J. Hum Comput Stud. 77, 38–51 (2015)
    Kegel, R.H.P., Wieringa, R.J.: Persuasive technologies: a systematic literature review and application to PISA (2014).
    Khaled, R., Barr, P., Biddle, R., Fischer, R., Noble, J.: Game design strategies for collectivist persuasion. In: Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, Sandbox 2009, pp. 31–38. ACM (2009)
    Khaled, R., Barr, P., Boyland, J., Fischer, R., Biddle, R.: Fine tuning the persuasion in persuasive games. In: de Kort, Y.A., IJsselsteijn, W.A., Midden, C., Eggen, B., Fogg, B.J. (eds.) PERSUASIVE 2007. LNCS, vol. 4744, pp. 36–47. Springer, Heidelberg (2007)
    Kozaki, K., Kitamura, Y., Ikeda, M., Mizoguchi, R.: Hozo: an environment for building/using ontologies based on a fundamental consideration of “Role” and “Relationship”. In: Gómez-Pérez, A., Benjamins, V. (eds.) EKAW 2002. LNCS (LNAI), vol. 2473, pp. 213–218. Springer, Heidelberg (2002)
    Lockton, D., Harrison, D., Stanton, N.A.: The Design with Intent Method: A design tool for influencing user behaviour. Appl. Ergonomics 41, 382–392 (2010)
    Masthoff, J., Vassileva, J.: Tutorial on personalization for behaviour change. In: Proceedings of the 20th International Conference on Intelligent User Interfaces, IUI 2015, pp. 439–442. ACM (2015)
    Mizoguchi, R.: Tutorial on ontological engineering Part 2: Ontology development, tools and languages. New Gener. Comput. 22, 61–96 (2004)
    Mizoguchi, R.: YAMATO: yet another more advanced top-level ontology. In: Proceedings of the Sixth Australasian Ontology Workshop, pp. 1–16 (2010)
    Mizoguchi, R., Sunagawa, E., Kozaki, K., Kitamura, Y.: The model of roles within an ontology development tool: hozo. Appl. Ontology Roles Interdisc. Perspect. 2, 159–179 (2007)
    Oinas-Kukkonen, H., Harjumaa, M.: A systematic framework for designing and evaluating persuasive systems. In: Oinas-Kukkonen, H., Hasle, P., Harjumaa, M., Segerståhl, K., Øhrstrøm, P. (eds.) PERSUASIVE 2008. LNCS, vol. 5033, pp. 164–176. Springer, Heidelberg (2008)
    Oinas-Kukkonen, H., Harjumaa, M.: Persuasive systems design: Key issues, process model, and system features. Commun. Assoc. Inf. Syst. 24, 28 (2009)
    Orji, R., Vassileva, J., Mandryk, R.L.: Modeling the efficacy of persuasive strategies for different gamer types in serious games for health. User Model. User-Adap. Inter. 24, 453–498 (2014)
    Petty, R.E., Cacioppo, J.T.: The Elaboration Likelihood Model of Persuasion. In: Petty, R.E., Cacioppo, J.T. (eds.) Communication and Persuasion: Central and Peripheral Routes to Attitude Change. Springer Series in Social Psychology, pp. 1–24. Springer, New York (1986)
    de Sousa Borges, S., Durelli, V.H.S., Reis, H.M., Isotani, S.: A systematic mapping on gamification applied to education. In: Proceedings of the 29th Annual ACM Symposium on Applied Computing, SAC 2014, pp. 216–222. ACM (2014)
    Srivastava, J., Shu, L.H.: An ontology for unifying behavior-change literature. CIRP Ann. Manufact. Technol. 63, 173–176 (2014)
    Stegmann, K., Weinberger, A., Fischer, F.: Facilitating argumentative knowledge construction with computer-supported collaboration scripts. Int. J. Comput. Support. Collab. Learn. 2, 421–447 (2007)
    Sundar, S., Bellur, S., Jia, H.: Motivational technologies: a theoretical framework for designing preventive health applications. In: Bang, M., Ragnemalm, E.L. (eds.) PERSUASIVE 2012. LNCS, vol. 7284, pp. 112–122. Springer, Heidelberg (2012)
    Torning, K.: A review of four persuasive design models. Int. J. Conceptual Struct. Smart Appl. 1, 17–27 (2013)
    Torning, K., Oinas-Kukkonen, H.: Persuasive system design: state of the art and future directions. In: Proceedings of the 4th International Conference on Persuasive Technology, Persuasive 2009, pp. 30:1–30:8. ACM (2009)
    Yusoff, Z., Kamsin, A.: Game rhetoric: interaction design model of persuasive learning for serious games. In: Zaphiris, P., Ioannou, A. (eds.) LCT 2015. LNCS, vol. 9192, pp. 644–654. Springer, Heidelberg (2015)