The effects of personalized gamification on students' flow experience, motivation, and enjoyment (2022)
- Authors:
- USP affiliated authors: ISOTANI, SEIJI - ICMC ; SANTOS, WILK OLIVEIRA DOS - ICMC ; TODA, ARMANDO MACIEL - ICMC ; PALOMINO, PAULA TOLEDO - ICMC
- Unidade: ICMC
- DOI: 10.1186/s40561-022-00194-x
- Subjects: JOGOS DE COMPUTADOR; EDUCAÇÃO; MODELAGEM DE DADOS
- Keywords: Personalized gamification; Gamified education; Flow experience; User modeling; Experimental study
- Agências de fomento:
- Language: Inglês
- Imprenta:
- Publisher place: Heidelberg
- Date published: 2022
- Source:
- Título: Smart Learning Environments
- ISSN: 2196-7091
- Volume/Número/Paginação/Ano: v. 9, p. 1-26, 2022
- Status:
- Artigo publicado em periódico de acesso aberto (Gold Open Access)
- Versão do Documento:
- Versão publicada (Published version)
- Acessar versão aberta:
-
ABNT
SANTOS, Wilk Oliveira dos et al. The effects of personalized gamification on students' flow experience, motivation, and enjoyment. Smart Learning Environments, v. 9, p. 1-26, 2022Tradução . . Disponível em: https://doi.org/10.1186/s40561-022-00194-x. Acesso em: 11 abr. 2026. -
APA
Santos, W. O. dos, Hamari, J., Santana, S. J. de, Toda, A. M., Palomino, P. T., Vassileva, J., & Isotani, S. (2022). The effects of personalized gamification on students' flow experience, motivation, and enjoyment. Smart Learning Environments, 9, 1-26. doi:10.1186/s40561-022-00194-x -
NLM
Santos WO dos, Hamari J, Santana SJ de, Toda AM, Palomino PT, Vassileva J, Isotani S. The effects of personalized gamification on students' flow experience, motivation, and enjoyment [Internet]. Smart Learning Environments. 2022 ; 9 1-26.[citado 2026 abr. 11 ] Available from: https://doi.org/10.1186/s40561-022-00194-x -
Vancouver
Santos WO dos, Hamari J, Santana SJ de, Toda AM, Palomino PT, Vassileva J, Isotani S. The effects of personalized gamification on students' flow experience, motivation, and enjoyment [Internet]. Smart Learning Environments. 2022 ; 9 1-26.[citado 2026 abr. 11 ] Available from: https://doi.org/10.1186/s40561-022-00194-x - Narrative for gamification in education: why should you care?
- A taxonomy of game elements for gamification in educational contexts: proposal and evaluation
- Does tailoring gamified educational systems matter?: the impact on students' flow experience
- Towards automatic flow experience identification in educational systems: a theory-driven approach
- Automating gamification personalization to the user and beyond
- Automatic game experience identification in educational games
- Exploring content Game elements to support gamification design in educational systems: narrative and storytelling
- Validating the effectiveness of data-driven gamification recommendations: an exploratory study
- Thinking inside the box: how to Tailor gamified educational systems based on learning activities types
- Analysing gamification elements in educational environments using an existing gamification taxonomy
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