Keynote Presentation at SIGGRAPH Asia Symposium on Education
Kobe, Japan November 1st 2015
Abstract: Gamification has been explored recently as a way to promote content delivery in education, yielding promising results. However, little is known regarding how it helps different students experience learning and acquire knowledge.
In this talk I discussed our experiences with gamified engineering courses and the reactions of students to the gamified experience.
By examining student performance and attitude data collected from several years we identified distinct student types.
I described the different student types, according to behavior and explained how gamification can provide for smarter learning by catering to students with different profiles.