Immersive Interfaces: A Practical Experience with Interactive Storytelling in Gamified Environments

  • Paula T. Palomino FATEC
  • Armando M. Toda Pesquisador Independente
  • André Palomino Anhembi Morumbi
  • Grace Lis Porto UNIARA
  • Maurício Souza UFLA
  • Carlos Portela UFPA
  • Rodrigo Lisboa UFRA
  • Thiago Cordeiro UFAL

Resumo


A narrativa interativa e o storytelling podem melhorar significativamente a imersão em sistemas de aprendizagem, especialmente em ambientes gamificados. Este estudo apresenta uma abordagem inovadora para integrar storytelling interativo com design instrucional e conceitos de Interação Humano-Computador (IHC) em um ambiente gamificado. Discutimos nossa metodologia e a avaliamos por meio de heurísticas de gamificação, refletindo sobre o feedback positivo de especialistas. Nossas descobertas oferecem insights valiosos para praticantes e pesquisadores em IHC, com foco nos aspectos imersivos de interfaces.

Referências

Cesário, V. (2019). Guidelines for combining storytelling and gamification: Which features would teenagers desire to have a more enjoyable museum experience? In Extended abstracts of the 2019 CHI conference on human factors in computing systems, pages 1–6.

Ibarra-Herrera, C. C., Carrizosa, A., Yunes-Rojas, J. A., and Mata-Gómez, M. A. (2019). Design of an app based on gamification and storytelling as a tool for biology courses. International Journal on Interactive Design and Manufacturing (IJIDeM), 13:1271– 1282.

James, S. L., Jaidil, F. N., Faudzi, I. S. M. A., Roslee, N., et al. (2023). Rajang river run: Improving vocabulary acquisition among young learners through gamified storytelling. Journal of Cognitive Sciences and Human Development, 9(1):63–82.

Karthik, B., Chandrasekhar, B. B., David, R., Kumar, A. K., et al. (2019). Identification of instructional design strategies for an effective e-learning experience. The Qualitative Report, 24(7):1537–1555.

Klock, A. C. T., Ogawa, A. N., Gasparini, I., and Pimenta, M. S. (2018). Does gamification matter?: a systematic mapping about the evaluation of gamification in educational environments. In Proceedings of the 33rd Annual ACM Symposium on Applied Computing, pages 2006–2012. ACM.

Lazar, J., Feng, J. H., and Hochheiser, H. (2017). Research methods in human-computer interaction. Morgan Kaufmann.

Mora, A., Riera, D., González, C., and Arnedo-Moreno, J. (2017). Gamification: a systematic review of design frameworks. Journal of Computing in Higher Education, 29(3):516–548.

Morrison, G. R., Ross, S. J., Morrison, J. R., and Kalman, H. K. (2019). Designing effective instruction. John Wiley & Sons.

Palomino, P. and Isotani, S. (2024). Enhancing user experience in learning environments: a narrative gamification framework for education. Journal on Interactive Systems, 15(1):478–489.

Palomino, P., Toda, A., Oliveira, W., Rodrigues, L., Cristea, A., and Isotani, S. (2019). Exploring content game elements to support gamification design in educational systems: narrative and storytelling. In Brazilian symposium on computers in education (Simpósio brasileiro de informática na educação-SBIE), volume 30, page 773.

Palomino, P. T., Nacke, L., and Isotani, S. (2023). Gamification of virtual learning environments: a narrative and user experience approach. In Proceedings of the XXII Brazilian Symposium on Human Factors in Computing Systems, pages 1–10.

Toda, A. M., Oliveira, W., Klock, A. C., Palomino, P. T., Pimenta, M., Gasparini, I., Shi, L., Bittencourt, I., Isotani, S., and Cristea, A. I. (2019). A taxonomy of game elements for gamification in educational contexts: Proposal and evaluation. In 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT), volume 2161, pages 84–88. IEEE.

Toda, A. M., Valle, P. H. D., and Isotani, S. (2018). The dark side of gamification: An overview of negative effects of gamification in education. In Cristea, A. I., Bittencourt, I. I., and Lima, F., editors, Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions, pages 143–156, Cham. Springer International Publishing.

Tondello, G. F., Kappen, D. L., Ganaba, M., and Nacke, L. E. (2019). Gameful design heuristics: a gamification inspection tool. In International Conference on Human-Computer Interaction, pages 224–244. Springer.

Wood, D., Bruner, J. S., and Ross, G. (1976). The role of tutoring in problem solving. Journal of child psychology and psychiatry, 17(2):89–100.
Publicado
07/10/2024
PALOMINO, Paula T.; TODA, Armando M.; PALOMINO, André; PORTO, Grace Lis; SOUZA, Maurício; PORTELA, Carlos; LISBOA, Rodrigo; CORDEIRO, Thiago. Immersive Interfaces: A Practical Experience with Interactive Storytelling in Gamified Environments. In: IHC NA PRÁTICA - SIMPÓSIO BRASILEIRO DE FATORES HUMANOS EM SISTEMAS COMPUTACIONAIS (IHC), 23. , 2024, Brasília/DF. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2024 . p. 39-45. DOI: https://doi.org/10.5753/ihc_estendido.2024.243332.

Artigos mais lidos do(s) mesmo(s) autor(es)

1 2 > >>