Details
Original language | English |
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Title of host publication | eL and mL 2011 |
Subtitle of host publication | 3rd International Conference on Mobile, Hybrid, and On-Line Learning |
Pages | 25-30 |
Number of pages | 6 |
Publication status | Published - 2011 |
Event | 3rd International Conference on Mobile, Hybrid, and OnLine Learning, eL and mL 2011 - Gosier, Guadeloupe, France Duration: 23 Feb 2011 → 28 Feb 2011 |
Publication series
Name | eLmL - International Conference on Mobile, Hybrid, and On-line Learning |
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ISSN (Print) | 2308-4367 |
Abstract
For social web applications, motivated users are an essential part. They create the new (Open) Content that is presented to users. Without ongoing current content such web applications are unviable. Creating and editing content means user interaction upon resources and with each other. It is no surprise that web applications evermore tend to use game design principles to keep their users motivated. In this contribution, a Social Interaction Taxonomy (SIT) is presented that classifies users for any kind of interaction within any kind of web application. For this purpose, we designed a taxonomy which classifies typical activities within web applications to prepare them for global rewarding with points and special awards in the next step. The focus of this contribution lies on the classification of user interoperation tasks in social web applications and the derivation of our taxonomy. It creates the basis for a Global Interaction Rewarding Model (GIAR) via RESTful web services. Web applications, that want to reward their users' activity with points, badges or other prizes in a global and application-independent way, can embed our taxonomy for activity logging with rewarding and the generation of activity stats known from game design (user rankings, level progression, etc.). By applying simple game principles like rewarding points and creating appealing, emotive user experience a "boring" vocabulary trainer becomes a vocabulary learning game. Students or other users of such rewarded interaction stay motivated. They easily walk through learning phases because they do not perceive it as learning, but as playing. Next to gaming mechanics, the developed Social Interaction Taxonomy can be embedded into, e.g., web activity monitoring systems to gain classified information about the users' behavior.
Keywords
- Game Design Mechanics, Interaction Taxonomy, Social Media, User Interaction, Web Applications
ASJC Scopus subject areas
- Computer Science(all)
- Computer Science Applications
- Social Sciences(all)
- Education
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eL and mL 2011 : 3rd International Conference on Mobile, Hybrid, and On-Line Learning. 2011. p. 25-30 (eLmL - International Conference on Mobile, Hybrid, and On-line Learning).
Research output: Chapter in book/report/conference proceeding › Conference contribution › Research › peer review
}
TY - GEN
T1 - A social interaction taxonomy
T2 - 3rd International Conference on Mobile, Hybrid, and OnLine Learning, eL and mL 2011
AU - Steinberg, Monika
AU - Ullmann, Nicole
AU - Brehm, Jürgen
PY - 2011
Y1 - 2011
N2 - For social web applications, motivated users are an essential part. They create the new (Open) Content that is presented to users. Without ongoing current content such web applications are unviable. Creating and editing content means user interaction upon resources and with each other. It is no surprise that web applications evermore tend to use game design principles to keep their users motivated. In this contribution, a Social Interaction Taxonomy (SIT) is presented that classifies users for any kind of interaction within any kind of web application. For this purpose, we designed a taxonomy which classifies typical activities within web applications to prepare them for global rewarding with points and special awards in the next step. The focus of this contribution lies on the classification of user interoperation tasks in social web applications and the derivation of our taxonomy. It creates the basis for a Global Interaction Rewarding Model (GIAR) via RESTful web services. Web applications, that want to reward their users' activity with points, badges or other prizes in a global and application-independent way, can embed our taxonomy for activity logging with rewarding and the generation of activity stats known from game design (user rankings, level progression, etc.). By applying simple game principles like rewarding points and creating appealing, emotive user experience a "boring" vocabulary trainer becomes a vocabulary learning game. Students or other users of such rewarded interaction stay motivated. They easily walk through learning phases because they do not perceive it as learning, but as playing. Next to gaming mechanics, the developed Social Interaction Taxonomy can be embedded into, e.g., web activity monitoring systems to gain classified information about the users' behavior.
AB - For social web applications, motivated users are an essential part. They create the new (Open) Content that is presented to users. Without ongoing current content such web applications are unviable. Creating and editing content means user interaction upon resources and with each other. It is no surprise that web applications evermore tend to use game design principles to keep their users motivated. In this contribution, a Social Interaction Taxonomy (SIT) is presented that classifies users for any kind of interaction within any kind of web application. For this purpose, we designed a taxonomy which classifies typical activities within web applications to prepare them for global rewarding with points and special awards in the next step. The focus of this contribution lies on the classification of user interoperation tasks in social web applications and the derivation of our taxonomy. It creates the basis for a Global Interaction Rewarding Model (GIAR) via RESTful web services. Web applications, that want to reward their users' activity with points, badges or other prizes in a global and application-independent way, can embed our taxonomy for activity logging with rewarding and the generation of activity stats known from game design (user rankings, level progression, etc.). By applying simple game principles like rewarding points and creating appealing, emotive user experience a "boring" vocabulary trainer becomes a vocabulary learning game. Students or other users of such rewarded interaction stay motivated. They easily walk through learning phases because they do not perceive it as learning, but as playing. Next to gaming mechanics, the developed Social Interaction Taxonomy can be embedded into, e.g., web activity monitoring systems to gain classified information about the users' behavior.
KW - Game Design Mechanics
KW - Interaction Taxonomy
KW - Social Media
KW - User Interaction
KW - Web Applications
UR - http://www.scopus.com/inward/record.url?scp=84886926340&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:84886926340
SN - 9781612081205
T3 - eLmL - International Conference on Mobile, Hybrid, and On-line Learning
SP - 25
EP - 30
BT - eL and mL 2011
Y2 - 23 February 2011 through 28 February 2011
ER -