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GARFIELD: A Recommender System to Personalize Gamified Learning.

, , , , , , , , , , and . AIED (1), volume 13355 of Lecture Notes in Computer Science, page 666-672. Springer, (2022)

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Automating Gamification Personalization to the User and Beyond., , , , , and . IEEE Trans. Learn. Technol., 15 (2): 199-212 (2022)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)Social Engagement versus Learning Engagement An Exploratory Study of FutureLearn Learners., , , and . ISKE, page 476-483. IEEE, (2019)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)Does gamification affect flow experience? A systematic literature review., , , , , , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 110-119. CEUR-WS.org, (2021)Predicting user types with symbolic images: An empirical validation based on two card-sorting studies., , , , , and . Entertain. Comput., (August 2023)Gamification Through the Looking Glass - Perceived Biases and Ethical Concerns of Brazilian Teachers., , , , , , , , , and . AIED (2), volume 13356 of Lecture Notes in Computer Science, page 259-262. Springer, (2022)GARFIELD: A Recommender System to Personalize Gamified Learning., , , , , , , , , and 1 other author(s). AIED (1), volume 13355 of Lecture Notes in Computer Science, page 666-672. Springer, (2022)