Joaquim Jorge

Prof. Dr. Joaquim Jorge

orcid

Research Focus & Metrics

Academic Career Length

37Years (1990-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 May 2022 in Information Fusion
Verified
Journal Article
Closed access
YCYu-Liang Chou
Yu-Liang Chou
Catarina MoreiraCatarina Moreira
Catarina Moreira
PBPeter Bruza
Peter Bruza
COChun Ouyang
Chun Ouyang
Joaquim JorgeJoaquim Jorge
Joaquim Jorge

1 February 2009 in Computers & Graphics
Verified
Journal Article
Closed access
LOLuke Olsen
Luke Olsen
FSFaramarz F. Samavati
Faramarz F. Samavati
MSMario Costa Sousa
Mario Costa Sousa
Joaquim JorgeJoaquim Jorge
Joaquim Jorge

14 April 2018 in Computer Graphics Forum
Verified
Journal Article
Closed access
PDF file
DMD. Mendes
D. Mendes
FCF. M. Caputo
F. M. Caputo
AGAndrea Giachetti
Andrea Giachetti
AFA. Ferreira
A. Ferreira
Joaquim JorgeJoaquim Jorge
Joaquim Jorge

2 October 2013
Verified
Conference Paper
Open access
GBGabriel Barata
Gabriel Barata
Sandra GamaSandra Gama
Sandra Gama
Joaquim JorgeJoaquim Jorge
Joaquim Jorge
DGDaniel Gonçalves
Daniel Gonçalves
In this paper we explore how gamification can be applied to education in order to improve student engagement. We present a study in which a college course was gamified, by including experience points, levels, badges, challenges and leaderboards. The study was five years long, where the first three were non-gamified years, and the last two regarded two successive experiments of our gamified approach. To assess how gamification impacted the learning experience, we compared data from both gamified and non-gamified years, using different performance measures. Results show significant improvements in terms of attention to reference materials, online participation and proactivity. They also suggest that our approach can reduce grade discrepancies among students and help them score better. Modeling course activities with game challenges and properly distributing those over the term seem to enhance this effect.

1 September 2013
Verified
Conference Paper
Closed access
GBGabriel Barata
Gabriel Barata
Sandra GamaSandra Gama
Sandra Gama
Joaquim JorgeJoaquim Jorge
Joaquim Jorge
DGDaniel Gonçalves
Daniel Gonçalves
Well-designed games are good motivators by nature, as they imbue players with clear goals and a sense of reward and fulfillment, thus encouraging them to persist and endure in their quests. Recently, this motivational power has started to be applied to non- game contexts, a practice known as Gamification. This adds gaming elements to non-game processes, motivating users to adopt new behaviors, such as improving their physical condition, working more, or learning something new. This paper describes an experiment in which game-like elements were used to improve the delivery of a Master's level College course, including scoring, levels, leaderboards, challenges and badges. To assess how gamification impacted the learning experience, we compare the gamified course to its non-gamified version from the previous year, using different performance measures. We also assessed student satisfaction as compared to other regular courses in the same academic context. Results were very encouraging, showing significant increases ranging from lecture attendance to online participation, proactive behaviors and perusing the course reference materials. Moreover, students considered the gamified instance to be more motivating, interesting and easier to learn as compared to other courses. We finalize by discussing the implications of these results on the design of future gamified learning experiences.

1 June 2017 in Computers in Human Behavior
Verified
Journal Article
Closed access
GBGabriel Barata
Gabriel Barata
Sandra GamaSandra Gama
Sandra Gama
Joaquim JorgeJoaquim Jorge
Joaquim Jorge
DGDaniel Gonçalves
Daniel Gonçalves