Automatic game experience identification in educational games (2019)
- Authors:
- USP affiliated authors: ISOTANI, SEIJI - ICMC ; SANTOS, WILK OLIVEIRA DOS - ICMC ; RODRIGUES, LUIZ ANTONIO LIMA - ICMC ; TODA, ARMANDO MACIEL - ICMC ; PALOMINO, PAULA TOLEDO - ICMC
- Unidade: ICMC
- DOI: 10.5753/cbie.sbie.2019.952
- Subjects: JOGOS EDUCATIVOS; MINERAÇÃO DE DADOS
- Agências de fomento:
- Language: Inglês
- Imprenta:
- Publisher: SBC
- Publisher place: Porto Alegre
- Date published: 2019
- Source:
- Conference titles: Congresso Brasileiro de Informática na Educação - CBIE
- Este periódico é de assinatura
- Este artigo é de acesso aberto
- URL de acesso aberto
- Cor do Acesso Aberto: bronze
-
ABNT
SANTOS, Wilk Oliveira dos et al. Automatic game experience identification in educational games. 2019, Anais.. Porto Alegre: SBC, 2019. Disponível em: https://doi.org/10.5753/cbie.sbie.2019.952. Acesso em: 26 dez. 2025. -
APA
Santos, W. O. dos, Rodrigues, L. A. L., Toda, A. M., Palomino, P. T., & Isotani, S. (2019). Automatic game experience identification in educational games. In Anais. Porto Alegre: SBC. doi:10.5753/cbie.sbie.2019.952 -
NLM
Santos WO dos, Rodrigues LAL, Toda AM, Palomino PT, Isotani S. Automatic game experience identification in educational games [Internet]. Anais. 2019 ;[citado 2025 dez. 26 ] Available from: https://doi.org/10.5753/cbie.sbie.2019.952 -
Vancouver
Santos WO dos, Rodrigues LAL, Toda AM, Palomino PT, Isotani S. Automatic game experience identification in educational games [Internet]. Anais. 2019 ;[citado 2025 dez. 26 ] Available from: https://doi.org/10.5753/cbie.sbie.2019.952 - Personalized gamification: a literature review of outcomes, experiments, and approaches
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- Analysing gamification elements in educational environments using an existing gamification taxonomy
- Which one is the best?: a quasi-experimental study comparing frameworks for unplugged gamification
- Just beat it: exploring the influences of competition and task-related factors in gamified learning environments
- Towards automatic flow experience identification in educational systems: a qualitative study
- Thinking inside the box: how to Tailor gamified educational systems based on learning activities types
- Automating gamification personalization to the user and beyond
- Are they learning or playing?: moderator conditions of gamification's success in programming classrooms
Informações sobre o DOI: 10.5753/cbie.sbie.2019.952 (Fonte: oaDOI API)
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