For whom should we gamify?: Insights on the users' intentions and context towards gamification in education (2020)
- 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: 10.5753/cbie.sbie.2020.471
- Subjects: COMPUTADOR NO ENSINO; JOGOS EDUCATIVOS; JOGOS ELETRÔNICOS
- Agências de fomento:
- Language: Inglês
- Imprenta:
- Publisher: SBC
- Publisher place: Porto Alegre
- Date published: 2020
- Source:
- Conference titles: Congresso Brasileiro de Informática na Educação - CBIE
- Este periódico é de acesso aberto
- Este artigo NÃO é de acesso aberto
-
ABNT
TODA, Armando Maciel et al. For whom should we gamify?: Insights on the users' intentions and context towards gamification in education. 2020, Anais.. Porto Alegre: SBC, 2020. Disponível em: https://doi.org/10.5753/cbie.sbie.2020.471. Acesso em: 28 fev. 2026. -
APA
Toda, A. M., Pereira, F. D., Klock, A. C. T., Santos, W. O. dos, Palomino, P. T., Rodrigues, L. A. L., et al. (2020). For whom should we gamify?: Insights on the users' intentions and context towards gamification in education. In Anais. Porto Alegre: SBC. doi:10.5753/cbie.sbie.2020.471 -
NLM
Toda AM, Pereira FD, Klock ACT, Santos WO dos, Palomino PT, Rodrigues LAL, Oliveira EHT de, Gasparini I, Cristea AI, Isotani S. For whom should we gamify?: Insights on the users' intentions and context towards gamification in education [Internet]. Anais. 2020 ;[citado 2026 fev. 28 ] Available from: https://doi.org/10.5753/cbie.sbie.2020.471 -
Vancouver
Toda AM, Pereira FD, Klock ACT, Santos WO dos, Palomino PT, Rodrigues LAL, Oliveira EHT de, Gasparini I, Cristea AI, Isotani S. For whom should we gamify?: Insights on the users' intentions and context towards gamification in education [Internet]. Anais. 2020 ;[citado 2026 fev. 28 ] Available from: https://doi.org/10.5753/cbie.sbie.2020.471 - Towards automatic flow experience identification in educational systems: a theory-driven approach
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- Are they learning or playing?: moderator conditions of gamification's success in programming classrooms
- GamiCSM: relating education, culture and gamification : a link between worlds
- Just beat it: exploring the influences of competition and task-related factors in gamified learning environments
- Personalized gamification: a literature review of outcomes, experiments, and approaches
- Towards automatic flow experience identification in educational systems: a qualitative study
Informações sobre o DOI: 10.5753/cbie.sbie.2020.471 (Fonte: oaDOI API)
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