%0 Conference Proceedings %T Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts %+ Advanced Technology Systems %+ Bremer Institut für Produktion und Logistik GmbH (BIBA) %+ University of Bremen %+ KTH Royal Institute of Technology [Stockholm] (KTH ) %A Stanescu, Ioana, Andreea %A Stefan, Antoniu %A Baalsrud Hauge, Jannicke, Madeleine %Z Part 1: Games for Health, Learning, and Social Change %< avec comité de lecture %( Lecture Notes in Computer Science %B 15th International Conference on Entertainment Computing (ICEC) %C Wien, Austria %Y Günter Wallner %Y Simone Kriglstein %Y Helmut Hlavacs %Y Rainer Malaka %Y Artur Lugmayr %Y Hyun-Seung Yang %I Springer International Publishing %3 Entertainment Computing - ICEC 2016 %V LNCS-9926 %P 3-14 %8 2016-09-28 %D 2016 %R 10.1007/978-3-319-46100-7_1 %K Lesson plan %K Location-aware %K Game customization %K Tingo %Z Computer Science [cs]Conference papers %X The transition from the pre-defined and often inflexible tools and practices of institutionalized mass-education towards dynamic and flexible learning contexts remains a challenge. Enabling rich and engaging learning experiences that consider the different progression rates and routes of each student require new approaches in education. This paper analyzes opportunities for employing gamification and digital games to construct navigable dynamic learning channels and enable pathways towards turning users into adaptive learners able to reach learning goals both in structured and unstructured contexts. %G English %Z TC 14 %2 https://inria.hal.science/hal-01640288/document %2 https://inria.hal.science/hal-01640288/file/421094_1_En_1_Chapter.pdf %L hal-01640288 %U https://inria.hal.science/hal-01640288 %~ IFIP-LNCS %~ IFIP %~ IFIP-ICEC %~ IFIP-TC14 %~ IFIP-LNCS-9926