Gamification can be defined as “the use of design elements characteristic
for games in non-game contexts”. Applied to education, gamification is
a way to use game thinking and game elements in learning contexts and is
an alternate approach to Game-Based Learning.
The gamification of education approach has the advantage of introducing
what really matters from the world of video games without using any specific
games. The purpose is to find the elements that make good games enjoyable
and fun to play, adapt and use them in learning contexts. Students learn,
not by playing games but they learn with the same emotions they feel when
playing games.
Social Learning Environments (SLE) are places where individuals can work
and learn together collaboratively. They are virtual spaces where
students, individually or in groups can gather to co-create content, share
knowledge and experiences. SLEs can be used for formal and informal learning
and include a number of social elements that provide an open environment
for students and teachers.
The objective of this project is to develop a framework to apply the gamification
concept in SLEs, using components from video games, and particularly, from
social games. It aims the increase of students’ motivation and engagement
with the SLE and with the learning activities that it supports, providing
meaningful learning experiences.