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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards reward-based gamification in Collaborative Learning Flow Patterns based on learning analytics</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Information and Communication Technologies, Universitat Pompeu Fabra</institution>
          ,
          <addr-line>Barcelona</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>School of Telecommunications Engineering, Universidad de Valladolid</institution>
          ,
          <addr-line>p.° de Belén 15, 47011 Valladolid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <fpage>81</fpage>
      <lpage>96</lpage>
      <abstract>
        <p>Collaborative learning flow patterns (CLFPs) formulate good practices for the orchestration of activity sequences and collaboration mechanisms that can elicit fruitful social interactions. Despite their benefits, it is worth exploring how their implementation can be improved. The use of reward-based gamification strategies accompanied with Learning Analytics is one approach that can potentially. reinforce the participation and collaboration between participants, and at the same type help teachers to make decisions and measure the impact of the activities. This paper presents a first iteration for a model to integrate the use of gamification and learning analytics in collaborative learning activities structured following the Jigsaw and Pyramid CLFP. The applicability of the model is illustrated through two scenarios (face-to-face and MOOC settings).</p>
      </abstract>
      <kwd-group>
        <kwd>Collaborative Learning</kwd>
        <kwd>CLFP</kwd>
        <kwd>Gamification</kwd>
        <kwd>Learning Analytics</kwd>
        <kwd>Pyramid</kwd>
        <kwd>Jigsaw</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Collaborative Learning Flow Patterns (CLFPs) are topic-independent structures of
Collaborative Learning (CL) activity flow that can be adapted to multiple learning
scenarios [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. These patterns can help teachers design and incorporate adapted
collaborative learning scenarios into their teaching practice. However, the application
of CL poses certain challenges and drawbacks [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]: (1) students usually divide the tasks,
working individually without collaborating; (2) these activities require extra time for
both teachers and students; and (3) can emerge eventual interaction and communication
problems among students. Despite the scripting structure proposed by CLFPs to
overcome these challenges [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], additional strategies to reinforce their effects on
1 Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License
      </p>
      <p>
        Attribution 4.0 International (CC BY 4.0).
learning and collaboration skills are worth exploring. In this context, gamification is
proposed as a pedagogical strategy to support several underpinning CL mechanics (e.g.,
positive interdependence, individual accountability, knowledge sharing) based on the
positive effects reported in other educational experiences [
        <xref ref-type="bibr" rid="ref3 ref4">3,4</xref>
        ].
      </p>
      <p>
        Gamification is defined as the use of game design elements and structures (e.g.,
customization, targets, engagement loops) in non-game contexts [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Gamifications
involving rewards and completion logics (i.e., reward-based gamification) is the most
implemented strategy in both face-to-face and on-line educational settings [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. In this
type of gamification, task indicators are crucial to understand the student behavior
within the CL learning task and the performance level of reward conditions. Therefore,
Learning Analytics (LA) plays an important role in this type of gamification and needs
to be adapted to the different gamification designs created by teachers. Reward-based
strategies have been effectively implemented in educational environments to foster
students’ behavior towards concrete individual activities. In a similar way, this type of
strategies could be used to foster CL actions expected to happen in CLFP (e.g., promote
student discussion). As CLFPs provide teachers with pre-established structures of CL
activity flow, gamified CLFPs could also incorporate pre-established reward-based
strategies that can encourage CL mechanics based on the positive results already
reported in the literature [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ].
      </p>
      <p>
        Previous studies have addressed the use of reward-based strategies in collaborative
learning activities and environments. For instance, [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] propose an ontology to represent
gamification strategies in collaborative learning scenarios. Also, [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] describe a case
study in which an online gamified discussion forum increased student collaboration and
reduced response times. However, to the best of our knowledge, none of the previous
studies have focused on CLFPs, the pre-established features that can be gamified, and
the LA indicators that need to be used to monitor the gamified CLFPs and students’
actions supporting collaborative learning.
      </p>
      <p>The general Research Question (RQ) guiding this work-in-progress is: the extent to
which LA can support gamification strategies in CLFP activities to foster student
collaboration? This paper presents a work-in-progress analysis of two CLFPs (i.e.,
jigsaw and pyramid) regarding the LA and reward-based strategies that can be
incorporated into pre-established CLFPs to foster student collaboration. Additionally,
the paper reports two scenarios to illustrate the applicability and benefits of two
gamified CLFP in both face-to-face and online educational settings.</p>
      <p>The next section describes the theoretical background of CLFPs, gamification and LA,
and similar studies using gamification strategies to promote CL. Section 3 presents the
model to integrate gamification and learning analytics in collaborative learning
activities following the Jigsaw or Pyramid CLFP. Section 4 presents two scenarios from
teachers’ perspective. Finally, some conclusions and lines of future work are outlined
in Section 5.</p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <sec id="sec-2-1">
        <title>Collaborative Learning Flow Patterns</title>
        <p>
          Collaborative Learning Flow Patterns (CLFPs) represent broadly accepted techniques
that are repetitively used by collaborative learning practitioners (e.g., teachers) when
structuring the flow of types of learning activities involved in collaborative learning
scenarios [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. CLFP pre-structure collaboration in such a way that productive
interactions are promoted, so that the potential effectiveness of the educational situation
is enhanced [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], fostering individual participation, accountability and balanced positive
interdependence. Examples of CLFPs include TPS (Think-Pair-Share), Simulation,
TAPPS (Thinking Aloud Pair Problem Solving) and Brainstorming [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. This
work-inprogress paper focused on the Jigsaw and Pyramid patterns, which are CLFPs with
complex scripting structures that cover the key scripting mechanisms of knowledge
distribution and changing groups (in terms of members and group size) along a learning
flow.
        </p>
        <p>
          The “Jigsaw” pattern [
          <xref ref-type="bibr" rid="ref11 ref12">11,12</xref>
          ] structures the solution of a complex problem into
independent sub-problems that each participant in (small) groups (“Jigsaw Group”)
studies or works around such particular sub-problems. Participants from different
groups working in the same sub-problem meet in an “Expert Group” for knowledge
sharing and exchange of ideas. Therefore, these temporary groups become experts in
the given sub-problem. At last, participants from the same “Jigsaw group” meet to
contribute with their “expertise” in the different sub-problems to provide a solution to
the complex problem [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
        </p>
        <p>
          The “Pyramid” pattern is used for complex problems, usually without a specific
solution, whose resolution implies the achievement of gradual consensus among all
participants [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. A Pyramid flow is usually initiated with individual students solving a
global task. Then, in a second phase of the Pyramid, such individual solutions are
discussed in small groups and agreed upon a common proposal. These small groups
then form larger-groups iteratively and large group discussions will continue until a
consensus is reached at the global level. Pyramid flows foster individual participation,
accountability and balanced positive interdependence [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. Furthermore, the Pyramid
pattern promotes conversations in incrementally sized groups, clear expectations of
reaching consensus and positive reinforcement mechanisms leading to desired positive
behaviors in the learning process [
          <xref ref-type="bibr" rid="ref13 ref14">13,14</xref>
          ].
Gamification strategies try to replicate the benefits of games (e.g., increase student
motivation, promote participation) by applying concrete game design elements in
nongame context (e.g., health, workplace, education) [
          <xref ref-type="bibr" rid="ref15 ref16 ref17 ref18 ref19 ref20">15-20</xref>
          ]. Reward-based strategies
usually refer to those gamifications in which rewards are the principal game design
element (e.g., badges, points, ribbons). In this type of gamification, rewards are issued
when a completion logic (e.g., relevant student actions defined beforehand) is satisfied
[
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. Although these conditions can be as simple as responding to a question, more
complex conditions could require the support of "gamification analytics".
Heilbrunn et al [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]. defined gamification analytics as “the data-driven processes of
monitoring and adapting gamification designs” showing that the data generated by
gamification activities can be monitored and analyzed to obtain valuable insights, this
data can come from three sources (1) user behavior in the gamified application (2) user
properties like age, gender, location (3) gamification data representing the user
progression over time.
        </p>
        <p>
          Gamification Analytics are important because gamification designs are not rigid
artefacts, but subject to change over time. Some of the reasons for changes are for
example [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]:
• The gamification goal may not be achieved using the proposed design.
• All the users are not influenced in the same way by the same gamification
elements.
• The original goals of the design may change, and an update to the design and
its activities may be needed
• The effect of the novelty factor can decrease, so existing gamification
elements might be adjusted
Freire et al. explored the use of tools and technologies from game Analytics with
educational purposes in what they called Game Learning Analytics (GLA) [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. This
combination can help the design and refinement of serious games providing real time
data of the user interactions that can be related with the actual learning. moving to a
data-driven design approach [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ].
2.3
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Related Work</title>
        <p>Previous studies have analyzed the effects of implementing gamification in educational
contexts to foster learners’ collaboration. Some of the most representative examples are
presented in this subsection.</p>
        <p>
          Challco et al. [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] propose an ontological model for the formal systematization and
representation of knowledge that describes concepts from gamification and its use as
Persuasive Technology (PT) in Collaborative Learning (CL) scenarios. Their approach
proposes to formalize the connection of concepts from theories and models to design
PT in order to specify gamified CSCL scripts that induce students to willingly follow
an intended learning behavior.
        </p>
        <p>
          Knutas et al. [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] investigate the impact of a gamified online collaboration system on
collaborative behavior and communications efficiency in a case study. The
gamification elements of the system were a likely factor in encouraging skilled students
to participate and contribute to the online community. The discussion system increased
student collaboration, course communication efficiency and reduced response times.
Li et al. [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ] develop an online social network based learning environment to attract
and engage students in collaborative learning, by introducing game mechanics to
promote the students learning by encouraging them to: (1) Participate more in social
and learning activities, (2) Develop a stronger sense of community, and (3) be more
willing to help each other on academic and social matters.
        </p>
        <p>
          Additionally, other previous publications also explored the use of LA in gamification
environments. For instance, the literature review performed by Calderon et al. shows
the lack of tools that can provide gamification experts with real-time analytics from
gamified systems, so experts can evaluate, improve and adapt their gamification
strategies [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ].
        </p>
        <p>
          Pérez-Colado et al. advanced in this aspect by proposing a conceptual model for GLA.
The Learning Analytics Model (LAM) provides practitioners with information about
how games should be tracked, aggregated and reported to a Learning Analytics System
(LAS). The LAM isolates learning analytics users from the implementation details of
the underlying LAS. This allows both systems to evolve independently as long as the
interface between the model and the system is well-defined and represents policy and
mechanism respectively [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ].
        </p>
        <p>However, to the best of our knowledge, none of the previous studies have addressed the
use of gamification strategies in CLFPs, their pre-established features that can be
gamified (e.g., phases, relevant expected student actions), and the gamification
analytics required to monitor the students’ actions supporting collaborative learning.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Modeling rewards-based gamification for CLFPs based on learning analytics</title>
      <p>
        In this work-in-progress paper, we propose the first iteration of a model (See Fig. 2) for
the design of gamification elements in collaborative learning activities that foster the
achievement of key objectives in CL: positive interdependence (team members need
each other to succeed), individual accountability (students must contribute their fair
share), and discussion to construct students’ shared knowledge. The studied CLFP
jigsaw and pyramid have in common an individual phase and two or more groupal
phases. For these phases, teachers configure course activities, and set gamification
conditions under which the rewards will be issued to the students. Learning analytics
play a fundamental role by tracking the whole process, delivering both, near-real time
and asynchronous analytics. As shown in Table 1, CLFPs target different CL
objectives, whose achievement can be tracked with multiple LA indicators. Those
indicators are associated with a set of gamification analytics KPIs that are used to issue
the configured rewards and to provide information during and after the activity to
students (e.g., student progress) and teachers (e.g., activity redesign).
In order to identify the KPIs we followed a top-down approach starting from the 3
mentioned objectives, then we studied the selected CLFP (jigsaw and pyramid) to
generate a set of LA indicators that are aligned with each of the possible phases. As
stated by Hilburn et al. [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], gamification experts should be able to define KPIs based
on the available application log data which is typically available in form of event
streams, databases, or log files. Furthermore, in order to improve students’ motivation
toward collaborative actions associated with KPIs, teachers could use course privileges
as rewards such as choosing a friend to join the same CLFP group or extending the
deadline to submit the collaborative task [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
Phase
Individual
Groupal
5. Do video-conference with
group members
3.1 Participation in role
assignation
3.2 Role assigned
4.1 Participation in the peer
assessment activity
4.2 mark obtained in the peer
assessment
5.1 Participation in
videoconference
5.2 duration of the
videoconference
      </p>
    </sec>
    <sec id="sec-4">
      <title>Scenarios</title>
      <p>This section introduces two scenarios, the first one using a gamified jigsaw pattern in a
face-to-face learning environment, and the second one, using a gamified pyramid
pattern in a MOOC. These scenarios are intended to show the applicability of the
proposed model in two different learning environments (i.e., face-to-face and online)
considering their differences in the synchronicity, time constraints, type of learner,
tools, technology and communication mechanisms.
4.1</p>
      <sec id="sec-4-1">
        <title>Face-to-face learning situation</title>
        <p>
          Juan is a high education teacher of history who wants to use collaborative learning for
teaching contents that can be dense, difficult and sometimes boring for some students.
He decided to use the jigsaw CLFP in order to foster students’ positive
interdependence, interaction, and accountability, so students learn course contents
collaboratively and feel more engaged with the different course topics. Following the
general configuration of the jigsaw pattern [
          <xref ref-type="bibr" rid="ref11 ref12">11,12</xref>
          ], Juan configured the activity as
follows:
Activity structure:
• 1st phase: Individual [at home]. Teams of individuals are formed with each person
being responsible for a specific chunk of the topic that can be a perspective, section
of a topic or a case, subsequently becoming an expert for that chunk of knowledge.
• 2nd phase: expert groups [⅓ of class time]. students are gathered in equal sized
groups of experts in the same chunk of knowledge. Each group discusses the case
from their assigned character or perspective. To motivate the discussion Juan
prepares a set of guiding questions for each group.
• 3rd phase: jigsaw groups [⅔ of class time]. students are gathered in new groups each
having at least one expert for each chunk of knowledge. Juan assigns a set of guiding
questions so students in these new "jigsaw" groups can argue while considering and
analyzing the perspectives of the others.
        </p>
        <p>Juan also decided to use reward-based gamification strategies to promote desirable CL
actions expected to happen within the activity (see Table 2). According to the different
KPIs and the characteristics of his students, Juan thought that the rewards can be:
additional points, possibility to have more discussion or preparation time in one of the
phases, badges for the best groups and students. After each one of the phases, according
to their performance (tracked by the KPIs) students can reclaim in-course-privileges
like: choosing team members, choosing role distribution, tokens for asking help to
teachers and other students
For the different phases of the activity students will use shared documents online with
Juan and with the teammates, so the results can be saved, and Juan can observe the
progress of the activity if he needs. Shared documents can help the development of the
activity, but for a deeper integration of the activity with the gamification and the LA a
more specialized tool will be needed.</p>
      </sec>
      <sec id="sec-4-2">
        <title>MOOC</title>
        <p>
          MOOCs present some specific features different from other more traditional learning
environments (e.g., face-to-face, blended learning settings), which can potentially
constraint the attainment of the expected CLFP benefits. Some of these limitations
are:
• Participants’ massiveness. The high number of enrolled students hinders the
manual management of groups and individual needs [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ]. Therefore, these
environments require computer-interpretable data models supporting practitioners’
decisions to enable its automation during course run-time (e.g., group creation,
artifacts flow, etc.).
• Asynchronous interaction among course participants. The time flexibility of
MOOCs allows participants to complete course activities without a restricted
schedule [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ]. Therefore, the number of connections to the course and the number
of interactions between group members are more limited than in synchronous
learning environments, thus hindering collaboration among group members.
Additionally, the high dropout rates of this kind of courses and the lack of indicators
to know whether a student is still active in the course also contribute to this potential
problem
• Participants’ heterogeneity. The open enrollment enables the participation of
worldwide students with different backgrounds [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ]. Although a heterogeneous set
of participants can provide multiple opportunities for knowledge sharing, differences
among group members in previous knowledge and background (e.g., language) can
lead to problematic learning situations not frequently experienced in environments
with heterogeneous participants (e.g., SPOCs).
        </p>
        <p>These limitations should be considered by instructors and instructional designers during
the design phase of CLFPs in MOOCs to avoid negative counter effects (e.g., student
disengagement). Given this context, gamification can serve as twofold: to foster
collaboration and to help overcome some of the previous limitations. These benefits
can be shown with the following scenario.</p>
        <p>Maria is a MOOC practitioner who is preparing the 2nd version of a MOOC about
collaborative learning for higher educational settings. The course is configured as
instructor-led containing 6 weekly modules with videos, recommended readings, and
compulsory and optional individual activities. In this new version, Maria decided to
include two collaborative learning activities with the purpose of (1) fostering discussion
between course participants in order to construct students’ shared knowledge, and (2)
increasing positive interdependence, and (3) individual accountability. To this end,
Maria designed two Pyramid CLFP activities about ‘CL design’ (module 2) and ‘CL
evaluation’ (module 4) following the structure presented below.
In the first phase (1 week), each participant studies individually a shared problem, and
provides a solution for such a problem. In the second phase (1 week), participants are
gathered in small groups (6-person) to compare and discuss the individual proposals
with the purpose of creating a new shared solution. Maria heard about the benefits of
using reward-based gamification strategies to promote desirable actions expected to
happen within CLFPs while engaged with activities. During the MOOC re-design,
Maria used the proposed model to help configure reward strategies (i.e., LA indicators
for conditions, in-course privileges) targeting the expected CL objectives. Table 3
shows the resulting gamification design for the Pyramid activities.
Gamification
Expected Benefit
(5-7) Badge Suites:
XX = 25% - Bronze
Group Medal
XX= 50% - Silver
Group Medal
XX=60% - Gold Group
Medal
(5-7) Classification of
CLFP groups attending to
their activity which can be
used for the re-design of
groups and future group
formations.
(8) Individual Badge
(9) Individual Badge
(10) Group Badge +
Privilege:
Extend the deadline
submission for the final
course project
(8-10) Identification of
active students.</p>
        <p>
          Maria used GamiTool to implement the gamification design. GamiTool allows to
design and automatically enact gamification learning designs involving individual and
group conditions in multiple MOOC platforms [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ], thus avoiding the manual
management of reward-based strategies in such a massive environment. This tool also
allows students to disable the gamification capabilities, thus avoiding bothering those
students not interested in these strategies. Information about which students disable
gamification features could be used by Maria together with other learning (e.g., dropout
students) and gamification analytics during CLFP enactment (e.g., more active
students) to support the monitoring and redesign of the CLFP activity (e.g., group
formation).
        </p>
        <p>For instance, during the CLFP individual phase, practitioners can make use of these
indicators to create CLFP groups likely to collaborate. From the total number of active
students during this week, two clusters of students can be formed: gamification enabled
and gamification disabled. Attending the gamification enabled cluster, practitioners can
make use of the privilege associated with Reward (3), and form 6-person groups
containing at least 2-3 people that already know each other or are likely to collaborate,
thus avoiding feelings of isolation and heterogeneity typical from MOOC
environments. Additionally, other gamification parameters can be used (e.g., number
of individual rewards earned, time to claim the rewards) to understand the level of
students’ engagement, and configure balanced groups engaged with course individual
and collaborative activities. Finally, the gamification analytics obtained from the first
CLFP activity (see Table 3) can be also used to redesign the second CLFP activity (e.g.,
optimal number of group members).
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusions</title>
      <p>Despite the increasing number of works in gamification and collaborative learning there
is still a lack of studies addressing reward-based gamifications for scripted CL, such as
those structured according to Collaborative Learning Flows (CLFPs). The use of
gamification analytics is essential for a “successful” implementation of the
rewardbased mechanics. This work-in-progress paper proposes a first iteration for a model to
help educators incorporate gamification strategies in CLFPs to foster collaborative
learning objectives, such as positive interdependence and individual accountability,
while taking into account the role of game learning analytics. As future work, we plan
to carry out co-design activities with teachers interested in using gamification in CLFPs
in their teaching practice and evaluate the effects of their implementation with students.
This will help us know (1) whether the proposed pre-established gamification features
(in the model) actually support practitioners during the design of such gamified
activities, and therefore, refine the model accordingly; (2) analyze whether the
gamification strategies implemented, actually improved the students’ collaborative
learning skills, (3) determine which variables can help practitioners during the
development of the activities.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>This work has been partially funded by the Eu. Regional Development Fund and the
National Research Agency of the Spanish Ministry of Science, Innovation and
Universities, under project grants TIN2017-85179-C3-2-R, TIN2017-85179-C3-3-R.
D. Hernández-Leo acknowledges the support by ICREA under the ICREA Academia
programme.</p>
    </sec>
  </body>
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