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LEGA: A LEarner-centered GAmification Design Framework

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DOI: 10.1145/2998626.2998673

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W y LEGA: A LEarner-centered GAmification Design
p
Framework
co rk
co

Johan Baldeón Inmaculada Rodríguez Anna Puig


johan.baldeon@pucp.edu.pe inma@maia.ub.edu
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anna@maia.ub.edu

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Avatar Group, Engineering Department Mathematics and CS Dept, IMUB, UBICS research inst.
Pontificia Universidad Católica del Perú University of Barcelona
Lima, Perú Barcelona, Spain
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ABSTRACT and the acquisition of knowledge) and affective (feelings or
emotions) domains can be supported by what is called the
co rk
In the recent years, the gamification of learning has emerged
to include game-based thinking and game mechanics within
the classroom, serving the purpose of motivating and en-
gaging students during the process of learning. Gamifying
Gamification of Learning [17] - the application of game-
based thinking and game mechanics within the classroom
- serving the purpose of motivating (both intrinsically and
extrinsically) and engaging students during the process of
o
is not a trivial task for educators. Although gamification
frameworks can guide them during the process, they usually learning [18]. First, the matching of in-game activities with

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do not focus on educational aspects such as intended learn- a cognitive taxonomy (Bloom’s revised taxonomy [1]) is one
ing outcomes (ILOs), learning styles (LS), learning activities way of ensuring that learning occurs. And second, the pur-
(LAs) and learning mechanics (LMs), neither take into ac- pose of gamification is an affective and pleasurable user/learner
count the two roles of students - as players and learners. experience, which additionally can be personalised according
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This paper aligns both educational and gamification worlds to the individual needs of the student [11, 24].
and proposes a Learner-Centered Framework for the design Once a teacher decides to apply gamification in the class-
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of gamified learning activities. It provides a guide for teach-
ers that allows them to start with ILOs and LAs, and reach
suitable gamified learning mechanics to be implemented in
room, arise the question, how can he start? Most Gamifica-
tion Design Frameworks (GDFs) define the steps to design
gamified activities in different contexts and areas of business
and academy [25]. There are also general recommendations
the process of gamification.
o
and technological solutions to gamify typical activities of a
classroom [3][4][16][18][19], but they are often abandoned by

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CCS Concepts teachers due to they do not define specifically how to match
•Human-centered computing → User centered de- the learning outcomes with gamified activities, and more im-

py in
sign; portantly they do not take into account different learners’
profiles and their learning styles. This paper aims to fill a
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gap in the literature proposing LEGA, a LEarner-centered
Keywords GAmification Design Framework that focuses on who is the
co rkGamification Design Framework; Gamification of Learning.

1. INTRODUCTION
learner/player and aligns both course’s intended learning
outcomes and proposed learning activities with gamified ac-
tivities.
This paper is structured as follows. Section 2 introduces
o
Usually, the teacher elaborates classes and assessments
concepts related to our research. Section 3 gives details of
considering learning objectives and including activities to
frameworks and guidelines focused on the gamification of
get students’ attention. Nevertheless, are these activities
learning. Section 4 presents our framework, including stages
involving all the students? Are students motivated in the
and a mapping table that supports the teacher during the
classroom? Are they reaching learning outcomes? Although
design of the gamification. Finally, section 5 gives conclu-
these questions will always be present, proven theories show
sions and future work.
that interactive learning experiences like simulations, games,
and gamification experiences can help in the three domains
of learning: cognitive, affective and psychomotor [17].
Specifically, the cognitive (development of our mental skills
2. BACKGROUND
This section first introduces the Outcomes-Based Educa-
Permission to make digital or hard copies of all or part of this work for personal or tional (OBE) theory, which bases each part of an educational
classroom use is granted without fee provided that copies are not made or distributed
for profit or commercial advantage and that copies bear this notice and the full citation system around goals or outcomes, which has been adopted in
on the first page. Copyrights for components of this work owned by others than the education systems around the world [32]. Moreover, to bet-
author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or ter know the final user profile, we briefly present the theory
republish, to post on servers or to redistribute to lists, requires prior specific permission
and/or a fee. Request permissions from permissions@acm.org. referred to account for differences in individuals’ learning
and playing. Finally, we synthesize the common steps de-
c 2016 Copyright held by the owner/author(s). Publication rights licensed to ACM.
fined in several effective GDFs used in other contexts than
ISBN 978-1-4503-2138-9. education, such as business and training. The correspon-
DOI: http://dx.doi.org/10.1145/2998626.2998673 dence from the learning theory to these gamification steps
or

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will be the base of our proposal.
2.1
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Outcomes-Based Education Theory (OBE)
The Outcomes-Based Education theory (OBE) defines a
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comprehensive approach to education that focuses on demon-
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strations of learning sought from each student [32, 31].
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The OBE process is guided by a constructive process where
the three main areas of the curriculum must be aligned,
the Intended Learning Outcomes (ILOs), the Teaching and
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Learning Activities (TLA) to lead to the ILOs, and how the
student is assessed [6]. OBE’s stages are:

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Stage 1. Defining curriculum objectives and In-
tended Learning Outcomes (ILOs): In an outcomes-
based curriculum, syllabus and classes are designed consid-
ering the accomplishment of students as a result of a session
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or a full course [33]. A learning outcome describes a spe-
cific task that the student is able to perform at a given level
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of competence of a specific learned content. Thus, learn-
ing outcomes describe both transversal competences to be
achieved and contents/knowledge to assimilate. Transver-
sal competences are related to skills- such as collaborative,
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creative, communicative and written-, and learning contents

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are defined through topics in the syllabus.
Stage 2. Choosing Teaching and Learning Activi- Figure 1: Bloom’s Revised Taxonomy (BT) and cor-
ties (TLAs): Together with the outcomes, OBE conceives responding Learning Mechanics (LMs).
the forms of thinking as a cross-cutting aspect in the learn-
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ing process. Specifically, Bloom’s revised taxonomy (BT) [1]
is composed by six major categories of the cognitive process, ment are closely related to the type of defined TLAs, and
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which are listed below with an acronym to facilitate the read-
ing along the entire paper, in order starting from the sim-
plest to the most complex level: (BT1-REM) Remembering
or retrieve previous learned information, (BT2-UN) Under-
o metrics for summative assessment are given by means of
computer-based test (self- evaluation), portfolio, group eval-
uation and exams.

standing or comprehend the meaning, (BT3-APP) Applying 2.2 Learners and Players
or the use of a concept in a new situation, (BT4-ANA) An- In OBE approach and according to Spady [31], a key as-

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alyzing or distinguish materials or concepts and inferences, sumption or premise is that “all students can learn and suc-
(BT5-EVA) Evaluating or make judgments about the value ceed, but not on the same day in the same way”, and this is

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of ideas or materials, (BT6-CRE) Creating or combine dif- a factor to be considered in the instructional process.
ferent elements to build a structure.
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Based on the experiential learning model, the Learning
Working along each different level of this taxonomy im- Styles (LS) theory [9, 15] claims as people has different ways
co rkplies the use of different Learning Mechanics (LMs) [2] (See of learning and teaching methodologies should be adapted
Figure 1) and thus, plan appropriate Teaching and Learning to those different LS in order to improve the final outcomes.
Activities (TLAs). In [15], four distinct LS have been proposed: Activists, those
For instance, to develop intellectual abilities and skills of people who learn by doing, Theorists, who like to understand
Remembering level, teachers use Learning Mechanics (LM)
o
the theory behind the actions, Pragmatists, who need to be
such as Discover, To do repetitions and Exploring new con- able to see how to put the learning into practice in the real
cepts. Then, learning activities for Remembering can be: world, and Reflectors, people who learn by observing and
identify some concepts in a panel, recite a list of topics, use thinking about what happened. Thus, to recognize what
technologies such as book marking, flash cards, rote learning are the predominant LS in students, Honey and Mumford
based on repetition and reading. developed a Learning Style Questionnaire (LSQ) [14], which
Stage 3. Assessing learning outcomes (LOs): The can inform the teacher and so better adapt the Teaching and
assessment can be viewed as a two-fold process to improve Learning Activities (TLAs) to students’ learning styles, as
both instructor teaching and student learning. The forma- shown in Table 1.
tive assessment is used by teacher and students during a ses- On the other hand, when the learning process becomes a
sion/course to gather feedback from learning activities and play in a gamified session, learners turn into players. From
to improve the ongoing session/course. Additionally, the the perspective of players, Marczewski [23] proposed six
summative assessment allows to measure the level of suc- player types (PTs), based on Bartle’s player types [5] and
cess that students achieved at the end of a session/course. intrinsic motivations: Socializers (SOC), Free Spirit (FR),
Done together, formative and summative assessments can Philanthropist (PH), Achiever (ACH), Player (PLA) and
help teachers to follow and adapt the teaching activities dur- Disruptor (DIS). Socializers prefer to create interrelation-
ing the course as well as can help students to be more aware ships and social connections, Free Spirits are autonomous
of their progressions during the learning process. Teach- people who want to create and explore. Achievers want
ers ought to define metrics that help them to measure the to explore new concepts and improve themselves, Philan-
achievement of the outcomes. Metrics for formative assess- thropists want to help others, with no expectation of reward.
or

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only external rewards (like coupons, badges or points), but
Table 1: Learning styles (LS) and corresponding

Learning
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Teaching/Learning Activities (TLAs).
Teaching / Learning Activities
p also those related to intrinsic motivation (self-realization,
self-confidence, feel connected to others). Gamified activi-
ties have to balance the difficulty of a task so that players
Style (LS) (TLAs) become neither anxious neither bored, maintaining a flow
Activist Brainstorming, problem solving, group dis-
co rk state during the experience. This is the hardest point for a
co
cussion, puzzles, competitions, role-play. gamification designer due to it is a creative process where
Theorist Models, statistics, stories, quotes, back- no specific rules or guidelines exist.
ground information, applying theories.
Stage 4. Deploy, play-test. This step implies the de-
Reflector Paired discussions, self analysis question-
o
ployment and the testing of the gamification with users in a
naires, personality questionnaires, time
real environment. That test will be useful to enhance some

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out, observing activities, feedback from
design aspects and refine details of gamification mechanics.
others, coaching, interviews.
Pragmatist Time to think about how to apply learn- Stage 5. Evaluate the effectiveness of the gamifi-
ing in reality, case studies, problem solv- cation. This last step involves to define metrics that allow
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ing, discussion. to measure gamification’s results. Using these metrics, de-
signers can collect and analyze data to track user activity
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Players are motivated by rewards from the system. Disrup-
tors disturb the system to force positive or negative changes.
and measure the degree of achievement of the goals defined
in the first step. Generally, designers use this information
to refine and improve future designs.
Previous stages detail common characteristics of general
Additionally, Marczewski developed a questionnaire [22] to
o
establish the type of players involved into the session that Gamification Design Frameworks (GDFs). However, our
working hypothesis is that the Gamification of Learning

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allows to balance the gamification to engage users.
In summary, the proposed questionnaires can help teach- implies to seamlessly suit all these stages to the learning
ers to know the students’ profile - both as learners and process, taking into account different and complementary
players -, but how to select the most suitable both learning aspects in the design: learning outcomes/gamification ob-
jectives, learners/players, learning mechanics/gamification
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mechanics and gamification mechanics depending on these
types of learners/players is still an open question that the mechanics, as well as learning assessment/gamification eval-
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teacher has to deal with. Later in this paper, we propose
to use the two previous questionnaires during the gamifica-
tion process, and so define a guidance for teachers to select
between the set of activities that better suit to the type of
o uation.

3. RELATED WORK
There are a number of models, frameworks and also guide-
learner/player they have in the classroom. lines that aim to support teachers in the gamification pro-
cess.

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2.3 Gamification Design Framework (GDF) The Theory of Gamified Learning [20] explores the re-
Gamification has been used in different contexts, such as lationship and differences in the processes of gamification

py in
business, marketing and education to engage users in fun and serious games, and proposes two ways by which game
and motivating experiences. Gamification of a system does
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elements can affect learning-related behaviour in gamifica-
not guarantee positive results, the success greatly depends tion: by moderation and by mediation. In the former, this
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oon the context where the gamification is applied, on the
final users [13], and mainly on design of the gamification
[25]. Gamification is much more than apply points, badges
and leaderboards, being necessary to define clear objective
behaviour moderates the relationship between instructional
quality and learning (e.g. motivating students). In the lat-
ter, this behaviour mediates the relationship between game
elements and learning, i.e. directly influencing to improve
and follow well defined steps. Several frameworks have been learning outcomes. By contrast, game attributes in serious
proposed in the literature applicable to differents contexts or games have the intention of affecting learning without this
to specific sectors [7, 8, 12, 10, 21, 23, 34]. In the following type of behavioural mediation/moderation.
we synthesize the common stages that they focus on: FRAGGLE [26] is a framework for the design of gami-
Stage 1. Define objectives and target behaviours. fied learning experiences on higher education. It is based
At this stage, designers state why they want to gamify, the on the use of the Agile methodologies in order to obtain a
behaviours they aim to influence, and what are the benefits fast Minimum Viable Product (MVP) ready for testing. The
that the gamification provides to the system. framework applies different techniques all the way down to
the lowest levels of abstraction through its step-by-step pro-
Stage 2. Describe players. The goal here is to know cess. Moreover, the creation phase of the framework defines
and understand the potential players’ thinking: who are the game mechanics and game activities according to player pro-
players? What are their needs and goals? Why are they totypes (defined by gender, learning experience, origin, etc.)
playing? What social actions do they and enjoyable? Do and the different stages of the game (discovery, on-boarding,
they enjoy games? If so, what characteristics of games do mid-game and end-game).
they find most appealing? Understanding common charac- The Theoretical Framework for Meaningful Gamification
teristics among the different types of players can help design- [29] is an approach that - based on a variety of user-centered
ers to tailor game mechanics to change users’ behaviours. theories - proposes to take into consideration the background
Stage 3. Devise fun activity loops. Designers define that the user brings to the activity and the organizational
the game elements and the game mechanics that will be used context into which the specific activity is placed, to create
to create player engagement. These game elements are not courses appropriate for a variety of learners, and to allow
or

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co
o

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p
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Figure 2: In blue, centered in the figure, our proposed LEarner-centered GAmification Design Framework
(LEGA). Top and down, the educational (OBE) and gamification (GDF) approaches aligned with our proposal.
o

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the players to set and customise their own goals inside the Stage 1. Identify the intended learning outcomes
gamified system. (ILOs) to be gamified.
Related to guidelines, Gamification of Learning [18] is The teacher must define both contents (knowledge) and
a design guidance for teachers who want to create mean- transversal competences (skills) to be assimilated by the stu-
p
ingful learning experiences. Considering the three domains dents through gamification. That is, what specific topics
of learning, it includes design considerations and pragmatic
co rk does the teacher want to gamify? What are the goals of
recommendations to enhance learning initiatives through the gamifing these topics? Does the teacher want to improve
use of games. Gamification of Education [16] is another the learning itself or does she want to motivate the learning
practitioner’s guide on how to apply gamification in edu- experience?
cation considering the gamification process as described in
o
Stage 2. Know the learners/players and the con-
section 2.3. Lee Sheldon, in his book ‘The multiplayer class- text.

g
room’[30], presents a guide to gamify the classroom since As gamification will apply in educational activities, we
game design syllabi until playing games, showing techniques should consider students both as learners and players. Then,

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to create multiplayer games on any subject that would en- before defining the learning activities to be gamified, teach-
gage students by using formats found in video games. ers need to know what kind of learners and players they have
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Works mentioned above contribute to the gamification of in the classroom.
learning from different perspectives, either from theoretical On the one hand, to identify students’ learning styles we
co rkor practical sides. Nevertheless, they do not consider jointly
the different types of learners and their learning styles. Ad-
ditionally, although they sometime propose and define gam-
ification activities, they do not help the teacher in the tran-
propose teachers to ask them to answer the Learning Style
Questionnaire (LSQ) from Honey and Mumford [14]. It
should be noted that learning styles theories have been crit-
icized by many educators and researchers [28], particularly
o
sition from learning activities and learning mechanics cur- because, in practice, they can have a tendency to label stu-
rently used in the classroom to the appropriated gamifica- dents and therefore restrict learning. Then, it is up to the
tion mechanics. teacher to decide the target learning styles. For example,
they can select activities adapted to the learning style of
4. LEGA: A LEARNER-CENTERED GAM- the majority of a class, or on the contrary to be aware of the
IFICATION DESIGN FRAMEWORK less common learning style and propose activities focused on
In this section we present LEGA, our iterative LEarner- this style. The teacher can also decide to cover the entire
centered GAmification Design Framework, which supports set of learning styles. On the other hand, to identify stu-
teachers interested in applying gamification in the class- dents’ player types, the teacher should ask the students to
room. Aligned with the OBE educational approach and complete Marczewski’s User Type Test.
the Gamification Design Frameworks (GDFs) presented in Related to the analysis of the context, issues such as stu-
sections 2.1 and 2.3, the framework puts a strong focus dents’ group size, classroom setup, duration of the learning
on learners’ characteristics (both learning style and playing program, and available resources should be taken into ac-
style) and proposes the teachers those Gamification Mechan- count when designing gamification of learning.
ics (GMs) that - based on the Intended Learning Outcomes Stage 3. Design gamified learning activities and
(ILOs) - better fit their students. Specifically, Figure 2 de- metrics.
picts the mapping between the OBE approach, Gamification The goal of this stage is to identify Learning Mechan-
Design Frameworks (GDFs) and our proposal. ics (LMs) and Gamification Mechanics (GMs). To do so,
LEGA defines the following stages: this work proposes a mapping guide (in form of tables) that
or

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o

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Figure 3: Process of obtaining Gamified Learning Mechanics.

links TLAs to both Learning and Gamification Mechanics, Mechanics (GMs), from now on the teacher must design
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see Tables 2, 3, 4 and 5 for Activist, Theorist, Reflector, gamification activities and use any supported tools. There
and Pragmatist learning styles respectively. We have con- are some recommendations about how to apply gamification
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structed these tables by analyzing and filtering the two ap-
proaches - introduced in section 2 - which allow to go from
BT to LM and from LS to TLAs as depicted in figure 1 and
table 1 respectively.
o mechanics [16, 18, 27, 30], but it is important to highlight
that each activity must continue being aligned with Intended
Learning Outcomes (ILOs). Moreover, the design of each
gamified learning activity should include a set of metrics to
Tables’ first column clusters similar TLAs (based on [2]). assess both the achievement of the ILOs and the effective-
The second column defines, for each TLAs’ cluster, the LM ness of the gamification.

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classified according to the 6 levels of the Bloom’s revised tax- Stage 4. Deploy and perform “fun” learning ses-
onomy (BT). The third one states the specific Player Types sions. This stage defines how to perform the gamified learn-
(PT) that better fit to the corresponding TLAs. Note that ing session. Questions to answer are: What resources are
not all player types are suitable for gamifying a given TLA. necessary for gamified learning activities? What are the
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The last column provides a list of gamification mechanics platforms to consider in the deployment of the gamification?
referred to each PT’s column.
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Now we detail the entire process as depicted in Figure 3.
First, teachers chose the Teaching and Learning Activities
(TLAs) according to both the Intended Learning Outcomes
How plan to get the users onboard (enroll and participate)?
Depending on the design of the gamified session and/or the
available resources, the gamification could be deployed with
or without a software platform. During this stage learners’
(ILOs) and the Learning Styles (LSs) they want to reinforce
o
actions and behaviours should be monitorized to facilitate
in the class group. At this point, they look at the table/s the formative assessment and a continuous feedback.

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that correspond/s to these selected learning styles. Stage 5. Evaluate learning and gamification. This
e.g. if the predominant student’s learning style is Activist, step involves collecting and measuring data obtained in the
the teacher can choose among following TLAs using the first

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previous step, to analyze and reflect on it. That information
column from Table 2: brainstorming, group discussion, prob- will be used to adapt and enrich the gamified learning sys-
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lem solving, puzzles, competition and role-play. tem and refine the process. Some questions to answer in this
Next, given the TLAs and the level of Bloom’s revised stage are: What is working/What is not working? Did stu-
co rktaxonomy (BT) they want to work with (BT1-BT6, see sec-
tion 2.1), first and second columns of mapping tables give
the most suitable learning mechanics (LM) (proposed by [2])
to perform during the TLAs.
dents feel that gamified activities are tailored to their own
learning styles? Did student achieve learning outcomes?
Finally, and according to data gathered during the de-
ployed session/s, teachers can proceed to a new iteration,
o
e.g If teachers have selected as TLA Group discussion and incorporating new gamified learning activities or redesign-
they want to work with BT3 (Applying), we propose to the ing previous ones. That is, adapt or change the learning
teacher a list of LM that includes Action/Task, Cooperation, and gamification mechanics associated to tested activities.
Demonstration.
Finally, tables’ third and forth columns - taking into ac-
count player types defined by [23] - give a list of most appro-
priate Gamification Mechanics (GM) that can be integrated
5. CONCLUSIONS
in the LMs. This research presents LEGA as a LEarner-centered GAm-
e.g. following the previous example where TLA is group ification design framework to help teachers in the gamifi-
discussion, the player types that fit it are Socializer (SOC), cation of learning. We start detailing an outcome-based
Free Spirit (FR), Philanthropist (PH), Player (PLA) and learning approach, including Intended Learning Outcomes
Disruptor (DIS). If as result of player type’s questionnaire, (ILOs), Learning Styles (LS) and Learning Mechanics (LM).
the predominant player type were Socializer (SOC) - and From there, and following common stages in current gamifi-
teacher selected Cooperation as LM - teacher can select from cation design frameworks, we propose a framework that fit
the following set of gamification mechanics: Guilds/teams, both educational and gamification approaches. We propose
social network, social status, social discovery, social pres- a step by step process whose central stage underpins on a
sure, on-boarding/tutorials, signposting, theme, narrative/story, mapping table that allows the teacher to start in both In-
curiosity/mystery box, time pressure, fixed reward schedule. tended Learning Outcomes (ILOs) and Learning Activities
Note that our approach arrives to propose Gamification (LAs) and to arrive to suitable Gamified Learning Mechan-
ics. As on-going work we are validating the framework with
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Table 2: ACTIVIST learning style and the corresponding learning activities, learning mechanics, player types
and gamification mechanics.
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Table 3: THEORIST learning style and the corresponding learning activities, learning mechanics, player
types and gamification mechanics.
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Table 4: REFLECTOR learning style and the corresponding learning activities, learning mechanics, player
types and gamification mechanics.
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Table 5: PRAGMATIST learning style and the corresponding learning activities, learning mechanics, player
types and gamification mechanics.
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a case study and as future work we plan to facilitate a tech-
[15] P. Honey, A. Mumford, et al. The manual of learning
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nological solution that - based on the theoretical basis of
the framework - give support to the teacher in the design,
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implementation and deployment of gamification. education. Technical report, Research Report Series:
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6. ACKNOWLEDGMENTS [17] K. M. Kapp. The gamification of learning and
co
We acknowledge projects TIN2012-38876-C02-02, 2014SGR623, instruction: game-based methods and strategies for
TIN2015-66863-C2-1-R (MINECO/FEDER) and Carolina training and education. John Wiley & Sons, 2012.
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