Gamification suffers from the novelty effect but benefits from the familiarization effect: findings from a longitudinal study (2022)
- Autores:
- Rodrigues, Luiz Antonio Lima
- Pereira, Filipe Dwan - Universidade Federal de Roraima (UFRR)
- Toda, Armando Maciel
- Palomino, Paula Toledo
- Pessoa, Marcela Sávia Picanço
- Carvalho, Leandro Silva Galvão - Universidade Federal do Amazonas (UFAM)
- Fernandes, David - Universidade Federal do Amazonas (UFAM)
- Oliveira, Elaine Harada Teixeira de - Universidade Federal do Amazonas (UFAM)
- Cristea, Alexandra Ioana
- Isotani, Seiji
- Rodrigues, Luiz Antonio Lima
- Autores USP: 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
- Assuntos: JOGOS DE COMPUTADOR; EDUCAÇÃO; APRENDIZAGEM
- Palavras-chave do autor: Gameful; Quasi-experiment Repeated-measures
- Agências de fomento:
- Idioma: Inglês
- Imprenta:
- Local: Heidelberg
- Data de publicação: 2022
- Fonte:
- Título do periódico: 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 é de acesso aberto
- URL de acesso aberto
- Cor do Acesso Aberto: gold
- Licença: cc-by
-
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: 22 jul. 2024. -
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 2024 jul. 22 ] 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 2024 jul. 22 ] 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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