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A Recommender System Based on Effort: Towards Minimising Negative Affects and Maximising Achievement in CS1 Learning.

, , , , , , , , , , and . ITS, volume 12677 of Lecture Notes in Computer Science, page 466-480. Springer, (2021)

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Automating Gamification Personalization to the User and Beyond., , , , , and . IEEE Trans. Learn. Technol., 15 (2): 199-212 (2022)Revealing the Hidden Patterns: A Comparative Study on Profiling Subpopulations of MOOC Students., , , and . CoRR, (2020)Tailored gamification in education: A literature review and future agenda., , , , , , and . Educ. Inf. Technol., 28 (1): 373-406 (January 2023)Recommender systems for teachers: The relation between social ties and the effectiveness of socially-based features., , , and . Comput. Educ., (March 2024)How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education., , , , , , , and . J. Educ. Technol. Soc., 22 (3): 47-60 (2019)A Recommender System Based on Effort: Towards Minimising Negative Affects and Maximising Achievement in CS1 Learning., , , , , , , , , and 1 other author(s). ITS, volume 12677 of Lecture Notes in Computer Science, page 466-480. Springer, (2021)Personalized gamification: A literature review of outcomes, experiments, and approaches., , , , and . TEEM, page 699-706. ACM, (2020)Predicting user types with symbolic images: An empirical validation based on two card-sorting studies., , , , , and . Entertain. Comput., (August 2023)Personalization Improves Gamification: Evidence from a Mixed-methods Study., , , , , , , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 287:1-287:25 (2021)Enhancing Students' Learning Experience Through Gamification: Perspectives and Challenges., , , and . GranDGamesBR, volume 1702 of Communications in Computer and Information Science, page 113-133. Springer, (2021)