ticipation. Teacher’s peers see when they col-
lect these rewards. These extrinsic rewards are
much more effective if people can use them for
bragging rights, rather than just having some
extra trophy graphic that nobody else will see.
A final remark on the game design concerns the
whole presentation of the metaservices. The de-
sign, the look and feel, the interaction style and the
communication process of the e-learning environment
need a specific care and an incremental production of
mock-ups anytime that new users requirements ap-
pear. Moreover, it is import to test our prototype as
early as possible. One of the most repeated mistake
is to make assumptions about how the target audience
will use the product. The only way the designers can
understand it is to put the system in front of them,
watch them use it, and to document the experience in
order to pay attention to how long it takes to make the
correct input, and to watch through teachers’ eyes for
seeing where they look first on the screen mockups.
5 CONCLUDING REMARKS
The main goal of the e-Teaching Assistant is to of-
fer a new opportunity for supporting teachers by ex-
ploiting the contributions of a SN able to enhance
and enrich didactic contents proposed by their mem-
bers. To this aim, the paper proposes a social oriented
solution based on three metaservices for exchang-
ing high quality didactic materials, retrieving content
through a computationally intelligent recommenda-
tion service and stimulating the teachers involvement
through gamification strategies. Other metaservices
are under design for offering a semi-automatic combi-
nation of modules according to the requirements and
skills characterizing them and by fitting the teachers’
expectation according to their profile and background.
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