Analysing gamification elements in educational environments using an existing gamification taxonomy (2019)
- Authors:
- USP affiliated authors: ISOTANI, SEIJI - ICMC ; TODA, ARMANDO MACIEL - ICMC ; SANTOS, WILK OLIVEIRA DOS - ICMC ; PALOMINO, PAULA TOLEDO - ICMC ; RODRIGUES, LUIZ ANTONIO LIMA - ICMC
- Unidade: ICMC
- DOI: 10.1186/s40561-019-0106-1
- Subjects: JOGOS DE COMPUTADOR; COMPUTADOR NO ENSINO; SISTEMAS TUTORES INTELIGENTES; ANÁLISE DE REQUISITOS
- Agências de fomento:
- Language: Inglês
- Imprenta:
- Publisher place: Heidelberg
- Date published: 2019
- Source:
- Título: Smart Learning Environments
- ISSN: 2196-7091
- Volume/Número/Paginação/Ano: v. 6, p. 1-14, Dec. 2019
- Status:
- Artigo publicado em periódico de acesso aberto (Gold Open Access)
- Versão do Documento:
- Versão publicada (Published version)
- Acessar versão aberta:
-
ABNT
TODA, Armando Maciel et al. Analysing gamification elements in educational environments using an existing gamification taxonomy. Smart Learning Environments, v. 6, p. 1-14, 2019Tradução . . Disponível em: https://doi.org/10.1186/s40561-019-0106-1. Acesso em: 01 abr. 2026. -
APA
Toda, A. M., Klock, A. C. T., Santos, W. O. dos, Palomino, P. T., Rodrigues, L. A. L., Shi, L., et al. (2019). Analysing gamification elements in educational environments using an existing gamification taxonomy. Smart Learning Environments, 6, 1-14. doi:10.1186/s40561-019-0106-1 -
NLM
Toda AM, Klock ACT, Santos WO dos, Palomino PT, Rodrigues LAL, Shi L, Pinto IIBS, Gasparini I, Isotani S, Cristea AI. Analysing gamification elements in educational environments using an existing gamification taxonomy [Internet]. Smart Learning Environments. 2019 ; 6 1-14.[citado 2026 abr. 01 ] Available from: https://doi.org/10.1186/s40561-019-0106-1 -
Vancouver
Toda AM, Klock ACT, Santos WO dos, Palomino PT, Rodrigues LAL, Shi L, Pinto IIBS, Gasparini I, Isotani S, Cristea AI. Analysing gamification elements in educational environments using an existing gamification taxonomy [Internet]. Smart Learning Environments. 2019 ; 6 1-14.[citado 2026 abr. 01 ] Available from: https://doi.org/10.1186/s40561-019-0106-1 - Towards automatic flow experience identification in educational systems: a theory-driven approach
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- Automatic game experience identification in educational games
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- Validating the effectiveness of data-driven gamification recommendations: an exploratory study
- Thinking inside the box: how to Tailor gamified educational systems based on learning activities types
- Teaching interactive fiction for undergraduate students with the aid of information technologies: an experience report
- How to gamify learning systems?: an experience report using the design sprint method and a taxonomy for gamification elements in education
- Are they learning or playing?: moderator conditions of gamification's success in programming classrooms
- Tailored gamification in education: a literature review and future agenda
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