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A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments.

, , , , , , , , , , , , and . IEEE Trans. Learn. Technol., (2024)

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A Plot from the Stars: Educational Game Development for Teaching Basic Mathematical Functions., , , , and . CIG, page 1-8. IEEE, (2018)An Agile Method for Developing OERs and Its Application in Serious Game Design., , , , and . HEFA, volume 832 of Communications in Computer and Information Science, page 192-206. Springer, (2017)Using Ontology and Gamification to Improve Students' Participation and Motivation in CSCL., , and . HEFA, volume 832 of Communications in Computer and Information Science, page 174-191. Springer, (2017)Analysis of Permanence Time in Emotional States: A Case Study Using Educational Software., , , and . ITS, volume 10858 of Lecture Notes in Computer Science, page 180-190. Springer, (2018)Quality Evaluation of Web-Based Educational Software: A Systematic Mapping., , , and . ICALT, page 250-252. IEEE Computer Society, (2015)A systematic mapping on gamification applied to education., , , and . SAC, page 216-222. ACM, (2014)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)A Quantitative Analysis of the Most Relevant Gamification Elements in an Online Learning Environment., , , , , and . WWW (Companion Volume), page 911-916. ACM, (2016)Gamification of Virtual Learning Environments: A Narrative and User Experience Approach., , and . IHC, page 38:1-38:10. ACM, (2023)Does gamification affect flow experience? A systematic literature review., , , , , , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 110-119. CEUR-WS.org, (2021)