Document Type
Conference Paper
Publication Date
2016
Publication Title
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education
Pages
1340-1349
Abstract
New innovative technologies create opportunities for persuasive engagement. Persuasive technology is all about software, systems and applications designed to hook, reinforce, change and shape the attitudes of the learners without using coercion or deception. Persuasive design pattern if applied effectively and efficiently may influence learners’ attitudes towards the learning task, and may hook them to the specific learning activity offered via a gamified mobile application. In this paper the concept of persuasive design pattern in gamified m-learning platforms should be introduced to the scientific community. Persuasive design in a gamified mobile learning environment is described and persuasive set of design patterns appropriate to a gamified mobile environment is introduced. These persuasive design pattern are divided into three categories to suit to the appropriate learning environment.
ORCID
0000-0002-1775-8219 (Crompton)
Original Publication Citation
Khaddage, F., Lattemann, C., & Crompton, H. (2016). Towards a persuasive design pattern for a gamified M-Learning environment. Paper presented at the E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, Washington, D.C., November 14-16, 2016.
Repository Citation
Khaddage, Ferial; Lattemann, Christoph; and Crompton, Helen, "Towards a Persuasive Design Pattern for a Gamified M-Learning Environment" (2016). Teaching & Learning Faculty Publications. 104.
https://digitalcommons.odu.edu/teachinglearning_fac_pubs/104
Included in
Educational Methods Commons, Educational Technology Commons, Online and Distance Education Commons
Comments
Copyright by AACE. Reprinted with permission of AACE (http://www.aace.org)