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
- Este periódico é de acesso aberto
- Este artigo NÃO é de acesso aberto
-
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: 24 fev. 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 fev. 24 ] 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 fev. 24 ] Available from: https://doi.org/10.1186/s40561-022-00194-x - Narrative for gamification in education: why should you care?
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- Automating gamification personalization to the user and beyond
- Tailored gamification in education: a literature review and future agenda
- Are they learning or playing?: moderator conditions of gamification's success in programming classrooms
- 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
Informações sobre o DOI: 10.1186/s40561-022-00194-x (Fonte: oaDOI API)
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