Abstract
Interest in eLearning environments is increasing, as well as in digital textbooks and gamification. The advantages of gamification in the context of education have been proven. However, gamified educational material, such as gamified digital textbooks and systems, are scarce. As an answer to the need for such material, the framework GEL (Gamification for EPUB using Linked Data) has been developed. GEL allows to incorporate gamification concepts in a digital textbook, using EPUB 3 and Linked Data. As part of GEL, we created the ontology Gamification Ontology (GO), representing the different gamification concepts, and a JavaScript library. Using GO allows to discover other gamified books, to share gamification concepts between applications and to separate the processing and representation of the gamification concepts.
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GO can be found at http://semweb.mmlab.be/ns/go.
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Acknowledgments
The research activities were funded by Ghent University, iMinds, the Institute for the Promotion of Innovation by Science and Technology in Flanders (IWT), the Fund for Scientific Research Flanders (FWO Flanders), and the European Union.
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Heyvaert, P., Verborgh, R., Mannens, E., Van de Walle, R. (2015). Linked Data-enabled Gamification in EPUB 3 for Educational Digital Textbooks. In: Conole, G., Klobučar, T., Rensing, C., Konert, J., Lavoué, E. (eds) Design for Teaching and Learning in a Networked World. EC-TEL 2015. Lecture Notes in Computer Science(), vol 9307. Springer, Cham. https://doi.org/10.1007/978-3-319-24258-3_65
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DOI: https://doi.org/10.1007/978-3-319-24258-3_65
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