Social Gamification

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.