How to gamify learning systems?: an experience report using the design sprint method and a taxonomy for gamification elements in education (2019)
- Authors:
- USP affiliated authors: ISOTANI, SEIJI - ICMC ; TODA, ARMANDO MACIEL - ICMC ; PALOMINO, PAULA TOLEDO - ICMC ; SANTOS, WILK OLIVEIRA DOS - ICMC ; RODRIGUES, LUIZ ANTONIO LIMA - ICMC
- Unidade: ICMC
- Subjects: JOGOS EDUCATIVOS; JOGOS ELETRÔNICOS; MOTIVAÇÃO DO ALUNO; ENSINO E APRENDIZAGEM
- Keywords: Gamification; Design Sprint; Taxonomy; Design; Education
- Agências de fomento:
- Language: Inglês
- Imprenta:
- Publisher place: Palmerston North
- Date published: 2019
- Source:
- Título: Educational Technology & Society
- ISSN: 1176-3647
- Volume/Número/Paginação/Ano: v. 22, n. 3, p. 47-60, 2019
-
ABNT
TODA, Armando Maciel et al. How to gamify learning systems?: an experience report using the design sprint method and a taxonomy for gamification elements in education. Educational Technology & Society, v. 22, n. 3, p. 47-60, 2019Tradução . . Disponível em: https://www.jstor.org/stable/26896709. Acesso em: 22 maio 2025. -
APA
Toda, A. M., Palomino, P. T., Santos, W. O. dos, Rodrigues, L., Klock, A. C. T., Gasparini, I., et al. (2019). How to gamify learning systems?: an experience report using the design sprint method and a taxonomy for gamification elements in education. Educational Technology & Society, 22( 3), 47-60. Recuperado de https://www.jstor.org/stable/26896709 -
NLM
Toda AM, Palomino PT, Santos WO dos, Rodrigues L, Klock ACT, Gasparini I, Cristea AI, Isotani S. How to gamify learning systems?: an experience report using the design sprint method and a taxonomy for gamification elements in education [Internet]. Educational Technology & Society. 2019 ; 22( 3): 47-60.[citado 2025 maio 22 ] Available from: https://www.jstor.org/stable/26896709 -
Vancouver
Toda AM, Palomino PT, Santos WO dos, Rodrigues L, Klock ACT, Gasparini I, Cristea AI, Isotani S. How to gamify learning systems?: an experience report using the design sprint method and a taxonomy for gamification elements in education [Internet]. Educational Technology & Society. 2019 ; 22( 3): 47-60.[citado 2025 maio 22 ] Available from: https://www.jstor.org/stable/26896709 - Automatic game experience identification in educational games
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