Gamification suffers from the novelty effect but benefits from the familiarization effect: findings from a longitudinal study (2022)
- Authors:
- USP affiliated authors: ISOTANI, SEIJI - ICMC ; RODRIGUES, LUIZ ANTONIO LIMA - ICMC ; TODA, ARMANDO MACIEL - ICMC ; PALOMINO, PAULA TOLEDO - ICMC
- Unidade: ICMC
- DOI: 10.1186/s41239-021-00314-6
- Subjects: JOGOS DE COMPUTADOR; EDUCAÇÃO; APRENDIZAGEM
- Keywords: Gameful; Quasi-experiment Repeated-measures
- Agências de fomento:
- Language: Inglês
- Imprenta:
- Publisher place: Heidelberg
- Date published: 2022
- Source:
- Título: International Journal of Educational Technology in Higher Education
- ISSN: 2365-9440
- Volume/Número/Paginação/Ano: v. 19, p. 1-25, 2022
- Este periódico é de acesso aberto
- Este artigo NÃO é de acesso aberto
-
ABNT
RODRIGUES, Luiz Antonio Lima et al. Gamification suffers from the novelty effect but benefits from the familiarization effect: findings from a longitudinal study. International Journal of Educational Technology in Higher Education, v. 19, p. 1-25, 2022Tradução . . Disponível em: https://doi.org/10.1186/s41239-021-00314-6. Acesso em: 10 fev. 2026. -
APA
Rodrigues, L. A. L., Pereira, F. D., Toda, A. M., Palomino, P. T., Pessoa, M. S. P., Carvalho, L. S. G., et al. (2022). Gamification suffers from the novelty effect but benefits from the familiarization effect: findings from a longitudinal study. International Journal of Educational Technology in Higher Education, 19, 1-25. doi:10.1186/s41239-021-00314-6 -
NLM
Rodrigues LAL, Pereira FD, Toda AM, Palomino PT, Pessoa MSP, Carvalho LSG, Fernandes D, Oliveira EHT de, Cristea AI, Isotani S. Gamification suffers from the novelty effect but benefits from the familiarization effect: findings from a longitudinal study [Internet]. International Journal of Educational Technology in Higher Education. 2022 ; 19 1-25.[citado 2026 fev. 10 ] Available from: https://doi.org/10.1186/s41239-021-00314-6 -
Vancouver
Rodrigues LAL, Pereira FD, Toda AM, Palomino PT, Pessoa MSP, Carvalho LSG, Fernandes D, Oliveira EHT de, Cristea AI, Isotani S. Gamification suffers from the novelty effect but benefits from the familiarization effect: findings from a longitudinal study [Internet]. International Journal of Educational Technology in Higher Education. 2022 ; 19 1-25.[citado 2026 fev. 10 ] Available from: https://doi.org/10.1186/s41239-021-00314-6 - GARFIELD: a recommender system to personalize gamified learning
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Informações sobre o DOI: 10.1186/s41239-021-00314-6 (Fonte: oaDOI API)
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