[go: up one dir, main page]
More Web Proxy on the site http://driver.im/
Skip to main content

Gamification of Multi-agent Systems Theory Classes

  • Conference paper
  • First Online:
Autonomous Agents and Multiagent Systems (AAMAS 2016)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 10003))

Included in the following conference series:

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.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
£29.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
GBP 19.95
Price includes VAT (United Kingdom)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
GBP 35.99
Price includes VAT (United Kingdom)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
GBP 44.99
Price includes VAT (United Kingdom)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    http://www.gartner.com/smarterwithgartner/five-key-trends-in-gartners-2015-digital-marketing-hype-cycle/.

  2. 2.

    http://www.gameonlab.com/canvas.

  3. 3.

    http://www.businessmodelgeneration.com/canvas.

  4. 4.

    Note that references to these elements along the paper are highlighted in italics.

  5. 5.

    Gamification World Congress 2015, https://gamification.world/congress/gwc-2015.

  6. 6.

    https://getkahoot.com.

  7. 7.

    For the sake of readability, we also use italics to highlight previously designed components from Fig. 1.

References

  1. 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)

    Google Scholar 

  2. Bartle, R.: Hearts, clubs, diamonds, spades: players who suit MUDs. J. MUD Res. 1(1), 19 (1996)

    Google Scholar 

  3. Beer, M.: Multi-agent Systems for Education and Interactive Entertainment: Design, Use and Experience: Design, Use and Experience. IGI Global, Hershey (2010)

    Google Scholar 

  4. Bellanca, J.A.: 21st Century Skills: Rethinking how Students Learn. Solution Tree Press, Bloomington (2011)

    Google Scholar 

  5. Casasola, E., De, V., Cliffe, O., Padget, J.: Teaching MAS in the UK and in latin America. Innov. Teach. Learn. Inf. Comput. Sci. (2005)

    Google Scholar 

  6. 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)

    Google Scholar 

  7. 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)

    Article  Google Scholar 

  8. Gauntlett, D.: Creative Explorations: New Approaches to Identities and Audiences. Routledge, London (2007)

    Google Scholar 

  9. 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)

    Google Scholar 

  10. 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)

    Article  Google Scholar 

  11. 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)

    Google Scholar 

  12. Kapp, K.M.: The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Wiley, New York (2012)

    Google Scholar 

  13. 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)

    Article  Google Scholar 

  14. Kurkovsky, S.: Teaching software engineering with Lego Serious Play: conference workshop. J. Comput. Sci. Coll. 30(6), 13–15 (2015)

    Google Scholar 

  15. 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)

    Google Scholar 

  16. Marczewski, A.C.: Even Ninja Monkeys Like to Play. CreateSpace Independent Publishing Platform (2015)

    Google Scholar 

  17. 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)

    Google Scholar 

  18. Nicholson, S.: A user-centered theoretical framework for meaningful gamification. In: Proceedings of GLS 8.0 Games+Learning+Society Conference, pp. 223–229 (2012)

    Google Scholar 

  19. 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)

    Google Scholar 

  20. Sakellariou, I., Kefalas, P., Stamatopoulou, I.: Teaching intelligent agents using NetLogo. In: ACM-IFIP IEEIII (2008)

    Google Scholar 

Download references

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

Authors

Corresponding author

Correspondence to J. Baldeón .

Editor information

Editors and Affiliations

Rights and permissions

Reprints 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)

Publish with us

Policies and ethics