Measures of Central Tendency: Mean, Median and Mode
Gamification στην εκπαιδευτική Διαδικασία, Stavros Lounis–Director, GamificoLtd
1. Gamification of collaborative
authoring of interactive ebooks for
Children, the Q-Tales project
Gamification στην εκπαιδευτική
Διαδικασία – 11/06/2015
Stavros Lounis – Director, Gamifico Ltd
2. “How can the features that make computer games
captivating be used to make other user interfaces
interesting and enjoyable to use?” (1982, Malone)
– “The process of game-thinking and game mechanics
to engage users and solve problems” (2011,
Zichermann and Cunningham)
– “The use of game elements and techniques in non-
game contexts” (2011, Deterding et al.)
– “use of game mechanics, dynamics and frameworks
to promote desired behaviors” (2011, Lee and
Hammer)
5. Reported Results
Higher AVG grade for students enrolled
in course utilizing Levels, Badges
and Feedback initially aimed to
increase student motivation to
undertake course related tasks. (2013
Dominguez et al.)
18.5 %
10.0 %
Higher completion of tests on tutorial
versus non gamified version of
same tutorial. Gamified version
introduced Missions, Rewards,
Levels, Rewards (2012, Li et al.)
6. Q-Tales
A Collaboration Ecosystem enabling EU Creative SMEs to exchange
multi-media content and create multi-plot, interactive Apps for Children,
curated according to Reader ability and educational value.
www.q-tales.eu
8. Q-Tales Gamification
Applied to:
• The management and operational features of the Q-
Tales Collaboration Platform.
• The Content Collection, feeding the Q-Tales
Ontologies.
• The production process of the Q-Tales e-books & apps
through the Q-Tales Authoring Tool.
• The final products, i.e Q-Tales branded e-books and
apps.
10. Gamification within and
across end products
(E-Books/apps)
Support the Learning Process
Enhance Pedagogical Value
Introduce Learning Activities
Profile
Personalization Missions
Feedback Progression Badges