Intellectual Output 1
Gamification techniques and tools for e-learning platforms
The objective of this output is to improve the users’ motivation when using e-learning environments by creating applications that are adapted to their gamer profiles. The integration of new gamification techniques in existing e-learning platforms will lead to a student-centered learning experience.
Contents:
​
A11: Development of proficiency evaluation tests applying gamification procedures ​
Authors: UCLL, JYU, UAM, EURECAT
​
A12: Development of gamification techniques and tools based on general users’ profiles ​
Authors: JYU
​
A14: Development of gamification techniques and tools based on feedback from previous experiences ​
Authors: UVT
​
A18: Development of gamification techniques and tools based on feedback from previous experiences ​
Authors: UCLL, JYU, EURECAT
​
A13, A15, A17: Piloting experiences on gamification
A22, A23, A24, A25: Successful gamification techniques and gamer profiles
A21, A26: Pedagogically meaningful use of gamification
Contributors: JYU
​


