Personalized gamification: a literature review of outcomes, experiments, and approaches (2020)
- Authors:
- USP affiliated authors: ISOTANI, SEIJI - ICMC ; RODRIGUES, LUIZ ANTONIO LIMA - ICMC ; TODA, ARMANDO MACIEL - ICMC ; PALOMINO, PAULA TOLEDO - ICMC ; SANTOS, WILK OLIVEIRA DOS - ICMC
- Unidade: ICMC
- DOI: 10.1145/3434780.3436665
- Subjects: COMPUTADOR NO ENSINO; JOGOS ELETRÔNICOS; JOGOS EDUCATIVOS; REVISÃO SISTEMÁTICA
- Keywords: Gamification; personalization; tailoring; literature review
- Agências de fomento:
- Language: Inglês
- Imprenta:
- Source:
- Título: Proceedings
- Conference titles: International Conference on Technological Ecosystems for Enhancing Multiculturality - TEEM
- Este periódico é de assinatura
- Este artigo NÃO é de acesso aberto
- Cor do Acesso Aberto: closed
-
ABNT
RODRIGUES, Luiz Antonio Lima et al. Personalized gamification: a literature review of outcomes, experiments, and approaches. 2020, Anais.. New York: ACM, 2020. Disponível em: https://doi.org/10.1145/3434780.3436665. Acesso em: 26 dez. 2025. -
APA
Rodrigues, L. A. L., Toda, A. M., Palomino, P. T., Santos, W. O. dos, & Isotani, S. (2020). Personalized gamification: a literature review of outcomes, experiments, and approaches. In Proceedings. New York: ACM. doi:10.1145/3434780.3436665 -
NLM
Rodrigues LAL, Toda AM, Palomino PT, Santos WO dos, Isotani S. Personalized gamification: a literature review of outcomes, experiments, and approaches [Internet]. Proceedings. 2020 ;[citado 2025 dez. 26 ] Available from: https://doi.org/10.1145/3434780.3436665 -
Vancouver
Rodrigues LAL, Toda AM, Palomino PT, Santos WO dos, Isotani S. Personalized gamification: a literature review of outcomes, experiments, and approaches [Internet]. Proceedings. 2020 ;[citado 2025 dez. 26 ] Available from: https://doi.org/10.1145/3434780.3436665 - Automatic game experience identification in educational games
- Exploring content Game elements to support gamification design in educational systems: narrative and storytelling
- How to gamify learning systems?: an experience report using the design sprint method and a taxonomy for gamification elements in education
- 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: 10.1145/3434780.3436665 (Fonte: oaDOI API)
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