Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design of gamified strategies. This paper aims to create a taxonomy for the game elements, based on gamification experts' opinions. After a brief review from existing work, we extract first the game elements from the current state of the art, and then evaluate them via a survey with 19 gamification and education experts. The resulting taxonomy taxonomy included the description of 21 game elements and their quantitative and qualitative evaluation by the experts. Overall, the proposed taxonomy was in general well accepted by most of the experts. They also suggested expanding it with the inclusion of Narrative and Storytelling game elements. Thus, the main contribution of this paper is proposing a new, confirmed taxonomy to standardise the terminology used to define the game elements as a mean to design and deploy gamification strategies in the educational domain.
The authors' work focuses on predicting the 2014 European Union elections in three different countries using Twitter and polls. Past works in this domain relying strictly on Twitter data have been proven ineffective. Others, using polls as their ground truth, have raised questions regarding the contribution of Twitter data for this task. Here, the authors treat this task as a multivariate time-series forecast, extracting Twitter- and poll-based features and training different predictive algorithms. They've achieved better results than several past works and the commercial baseline.