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Gamification: a systematic review of design frameworks., , , и . J. Comput. High. Educ., 29 (3): 516-548 (2017)Empirical validation of the Gamification User Types Hexad scale in English and Spanish., , , и . Int. J. Hum. Comput. Stud., (2019)EMATIC: an inclusive educational application for tablets., , , , и . Interacción, стр. 94:1-94:8. ACM, (2014)Gamification of cognitive training: a crowdsourcing-inspired approach for older adults., , , и . Interacción, стр. 5. ACM, (2016)Gamification in Intelligent Tutoring Systems, , и . Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality, стр. 221--225. New York, NY, USA, ACM, (2014)Elements of Gameful Design Emerging from User Preferences., , и . CHI PLAY, стр. 129-142. ACM, (2017)FRAGGLE: A FRamework for AGile Gamification of Learning Experiences., , , и . GALA, том 9599 из Lecture Notes in Computer Science, стр. 530-539. Springer, (2015)The quest for a better tailoring of gameful design: An analysis of player type preferences., , , , , и . Interacción, стр. 1:1-1:8. ACM, (2019)Gamified Platform for Physical and Cognitive Rehabilitation., , , и . GALA, том 9599 из Lecture Notes in Computer Science, стр. 336-341. Springer, (2015)Designing game-like activities to engage adult learners in higher education., , и . TEEM, стр. 755-762. ACM, (2016)