Abstract
Traditional theory classroom dynamics suffer from student feedback and interaction. Unfortunately, attendance rates also represent a common problem. In order to mitigate these issues, we propose the inclusion of novel teaching resources. On the one hand, Multi-Agent Systems (MAS) core concepts of distribution, autonomy and interaction can be mapped into collaborative classes, where students can experience theoretical concepts in hands-on activities. On the other hand, class gamification can help to enhance students motivation and engagement. Nevertheless, applying gamification requires the usage of a suitable framework. This paper proposes an extension of the Gamification Model Canvas. This extension includes MAS principles as well as those of Lego Serious Play and Audience Response Systems. Additionally, we illustrate its applicability by means of a case study that designs and gamifies a multi-agent systems class, which has been positively evaluated by students.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
Notes
- 1.
- 2.
- 3.
- 4.
Note that references to these elements along the paper are highlighted in italics.
- 5.
Gamification World Congress 2015, https://gamification.world/congress/gwc-2015.
- 6.
- 7.
For the sake of readability, we also use italics to highlight previously designed components from Fig. 1.
References
Barreteau, O., Bousquet, F., Attonaty, J.M.: Role-playing games for opening the black box of multi-agent systems: method and lessons of its application to senegal river valley irrigated systems. J. Artif. Soc. Soc. Simul. 4(2), 5 (2001)
Bartle, R.: Hearts, clubs, diamonds, spades: players who suit MUDs. J. MUD Res. 1(1), 19 (1996)
Beer, M.: Multi-agent Systems for Education and Interactive Entertainment: Design, Use and Experience: Design, Use and Experience. IGI Global, Hershey (2010)
Bellanca, J.A.: 21st Century Skills: Rethinking how Students Learn. Solution Tree Press, Bloomington (2011)
Casasola, E., De, V., Cliffe, O., Padget, J.: Teaching MAS in the UK and in latin America. Innov. Teach. Learn. Inf. Comput. Sci. (2005)
Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM (2011)
Domínguez, A., Saenz-de Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., Martínez-Herráiz, J.J.: Gamifying learning experiences: practical implications and outcomes. Comput. Educ. 63, 380–392 (2013)
Gauntlett, D.: Creative Explorations: New Approaches to Identities and Audiences. Routledge, London (2007)
Hunicke, R., LeBlanc, M., Zubek, R.: MDA: a formal approach to game design and game research. In: AAAI Workshop on Challenges in Game AI, vol. 4 (2004)
Ibanez, M.B., Di-Serio, A., Delgado-Kloos, C.: Gamification for engaging computer science students in learning activities: a case study. IEEE Trans. Learn. Technol. 7(3), 291–301 (2014)
Iosup, A., Epema, D.: An experience report on using gamification in technical higher education. In: Proceedings of 45th ACM Technical Symposium on Computer Science Education, pp. 27–32. ACM (2014)
Kapp, K.M.: The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Wiley, New York (2012)
Kay, R.H., LeSage, A.: Examining the benefits and challenges of using ARS: a review of the literature. Comput. Educ. 53(3), 819–827 (2009)
Kurkovsky, S.: Teaching software engineering with Lego Serious Play: conference workshop. J. Comput. Sci. Coll. 30(6), 13–15 (2015)
Li, C., Dong, Z., Untch, R.H., Chasteen, M.: Engaging computer science students through gamification in an online social network based collaborative learning environment. J. Inf. Educ. Technol. 3(1), 72–77 (2013)
Marczewski, A.C.: Even Ninja Monkeys Like to Play. CreateSpace Independent Publishing Platform (2015)
Mora, A., Riera, D., González, C., Arnedo-Moreno, J.: A literature review of gamification design frameworks. In: 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), pp. 1–8. IEEE (2015)
Nicholson, S.: A user-centered theoretical framework for meaningful gamification. In: Proceedings of GLS 8.0 Games+Learning+Society Conference, pp. 223–229 (2012)
Richter, G., Raban, D.R., Rafaeli, S.: Studying gamification: the effect of rewards and incentives on motivation. In: Reiners, T., Wood, L.C. (eds.) Gamification in Education and Business, pp. 21–46. Springer, Switzerland (2015)
Sakellariou, I., Kefalas, P., Stamatopoulou, I.: Teaching intelligent agents using NetLogo. In: ACM-IFIP IEEIII (2008)
Acknowledgments
We thank projects TIN2012-38876-C02-02, 2014SGR623, TIN2015-66863-C2-1-R (MINECO/FEDER), Carolina Foundation, and Pontificia Universidad Católica del Perú for supporting the development of this research.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2016 Springer International Publishing AG
About this paper
Cite this paper
Baldeón, J., Lopez-Sanchez, M., Rodríguez, I., Puig, A. (2016). Gamification of Multi-agent Systems Theory Classes. In: Osman, N., Sierra, C. (eds) Autonomous Agents and Multiagent Systems. AAMAS 2016. Lecture Notes in Computer Science(), vol 10003. Springer, Cham. https://doi.org/10.1007/978-3-319-46840-2_11
Download citation
DOI: https://doi.org/10.1007/978-3-319-46840-2_11
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-46839-6
Online ISBN: 978-3-319-46840-2
eBook Packages: Computer ScienceComputer Science (R0)