Conference Agenda

Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).

Please note that all times are shown in the time zone of the conference. The current conference time is: 18th Aug 2022, 03:34:52am CEST

 
 
Session Overview
Session
WS130: Effective Gamification Workshop
Time:
Monday, 15/Nov/2021:
12:00pm - 1:30pm

Session Chair: Prof. Paloma Diaz, Universidad Carlos III de Madrid, Spain
Session Chair: Dr. Mohammad Hajarian, Universidad Carlos III de Madrid, Spain
Session Chair: Prof. Clara Perez, UNED, Spain
Location: Room B Humanities Faculty

Floor -1

https://goo.gl/maps/soeYZ51SJzjxv2q88

Recently, gamification showed tremendous success in different fields of science. It can enhance active learning in engineering education and increase user engagement in software applications. In this workshop, participants will learn and practice effective gamification: a novel gamification guideline developed and presented by the presenters of this workshop at the WEEF-GEDC 2021 conference. As a result, in addition to learning gamification for making mobile and web applications more engaging, participants will learn state-of-theart principles of using interactivity, utility, and social networking features to make gamification effective in the long run. This workshop consists of three parts, and it will be held in 90-minute sessions. Principles, several examples, and case studies will be reviewed during this session, and participants will use the given tools to collaboratively design a gamified app based on the learned principles. At the end of the session, they will receive feedback about their designs. Moreover, for better understanding and future use, the presented guideline, which describes the building blocks of effective gamification in a stepby- step manner, will be given to the participants along with the required tools.

Session Abstract

Prof. Paloma Diaz is a Full Professor in the Computer Science and Engineering Department of University Carlos III de Madrid with more than 25 years of teaching experience. She is the Head of the Interactive Systems research group focused on the design of interactive systems and has led projects related to the workshop topic applied to informal learning and citizen participation. She has participated in the organization of international events such as womENcourage

2019, IEEE ICALT 2008, IEEE VLHCC 2010, and IS-EUD 2015, ISCRAM-MED 2016, as well as tracks in conferences such as Social Networking and Collaboration at ISCRAM 2010-2013, Serious games and simulation at ISCRAM 2014-2015 or Creativity in Collaborative Design at ACM Cognition and Creativity 2015. During two years, she also organized the “Large-Scale Idea Management and Deliberation Systems” workshop that was run using the world cafe method. She has also taught this topic in different courses.

Mohammad Hajarian is an Assistant Professor with several articles and a book about gamification and personalization. He has experience in conducting a conference workshop and developing successful gamified mobile and web pplications.


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Presentations

Effective Gamification Workshop

Paloma Díaz, Mohammad Hajarian

Universidad Carlos III de Madrid, Spain

Recently, gamification showed tremendous success in different fields of science. It can enhance active learning in engineering education and increase user engagement in software applications. In this workshop, participants will learn and practice effective gamification: a novel gamification guideline developed and presented by the presenters of this workshop at the WEEF-GEDC 2021 conference. As a result, in addition to learning gamification for making mobile and web applications more engaging, participants will learn state-of-the-art principles of using interactivity, utility, and social networking features to make gamification effective in the long run. This workshop consists of three parts, and it will be held in 90-minute sessions. Principles, several examples, and case studies will be reviewed during this session, and participants will use the given tools to collaboratively design a gamified app based on the learned principles. At the end of the session, they will receive feedback about their designs. Moreover, for better understanding and future use, the presented guideline, which describes the building blocks of effective gamification in a step-by-step manner, will be given to the participants along with the required tools.