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Ruben Verborgh

Linked Data-enabled Gamification in EPUB 3 for Educational Digital Textbooks

by Pieter Heyvaert, Ruben Verborgh, Erik Mannens, and Rik Van de Walle

Interest in eLearning environments is constantly 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 digital textbooks and digital 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 GO (Gamification Ontology), representing the different gamification concepts, and a JavaScript library. Using GO allows to discover other gamified systems, to share gamification concepts between applications and to separate the processing and representation of the gamification concepts. Our library is interoperable with any JavaScript-based e-reader, which promotes its reusability.

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Published in 2015 in Proceedings of the 10th European Conference on Technology Enhanced Learning.

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Cite this article easily using its BibTeX entry:

@inproceedings{heyvaert_ectel_2015,
  author = {Heyvaert, Pieter and Verborgh, Ruben and Mannens, Erik and Van de Walle, Rik},
  booktitle = {Proceedings of the 10th European Conference on Technology Enhanced Learning},
  title = {Linked Data-enabled Gamification in {EPUB 3} for Educational Digital Textbooks},
  series = {Lecture Notes in Computer Science},
  editor = {Conole, Gr\'ainne and Klobu\v{c}ar, Toma\v{z} and Rensing, Christoph and Konert, Johannes and Lavou\'e, \'Elise},
  volume = 9307,
  pages = {587--591},
  publisher = {Springer},
  year = 2015,
  month = sep,
  isbn = {978-3-319-24258-3},
  doi = {10.1007/978-3-319-24258-3_65},
  url = {http://dx.doi.org/10.1007/978-3-319-24258-3_65},
}

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IEEE
P. Heyvaert, R. Verborgh, E. Mannens, and R. Van de Walle, “Linked Data-enabled Gamification in EPUB 3 for Educational Digital Textbooks,” in Proceedings of the 10th European Conference on Technology Enhanced Learning, 2015, vol. 9307, pp. 587–591.
ACM
Pieter Heyvaert, Ruben Verborgh, Erik Mannens, and Rik Van de Walle. 2015. Linked Data-enabled Gamification in EPUB 3 for Educational Digital Textbooks. In Gráinne Conole, Tomaž Klobučar, Christoph Rensing, Johannes Konert, & Élise Lavoué, eds. Proceedings of the 10th European Conference on Technology Enhanced Learning. Lecture Notes in Computer Science. Springer, 587–591.
LNCS
Heyvaert, P., Verborgh, R., Mannens, E., Van de Walle, R.: Linked Data-enabled Gamification in EPUB 3 for Educational Digital Textbooks. In: Conole, G., Klobučar, T., Rensing, C., Konert, J., and Lavoué, É. (eds.) Proceedings of the 10th European Conference on Technology Enhanced Learning. pp. 587–591. Springer (2015).
APA
Heyvaert, P., Verborgh, R., Mannens, E., & Van de Walle, R. (2015). Linked Data-enabled Gamification in EPUB 3 for Educational Digital Textbooks. In G. Conole, T. Klobučar, C. Rensing, J. Konert, & É. Lavoué (Eds.), Proceedings of the 10th European Conference on Technology Enhanced Learning (Vol. 9307, pp. 587–591). Springer.
MLA
Heyvaert, Pieter et al. “Linked Data-Enabled Gamification in EPUB 3 for Educational Digital Textbooks.” Proceedings of the 10th European Conference on Technology Enhanced Learning. Ed. Gráinne Conole et al. Vol. 9307. Springer, 2015. 587–591. Print. Lecture Notes in Computer Science.

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