Automating gamification personalization to the user and beyond (2022)
- Authors:
- USP affiliated authors: ISOTANI, SEIJI - ICMC ; RODRIGUES, LUIZ ANTONIO LIMA - ICMC ; TODA, ARMANDO MACIEL - ICMC ; SANTOS, WILK OLIVEIRA DOS - ICMC ; PALOMINO, PAULA TOLEDO - ICMC
- Unidade: ICMC
- DOI: 10.1109/TLT.2022.3162409
- Subjects: EDUCAÇÃO; JOGOS DE COMPUTADOR; APRENDIZAGEM
- Keywords: Gamified Learning; Personalization; Educational System; Recommender Systems; Context-aware
- Agências de fomento:
- Language: Inglês
- Imprenta:
- Publisher place: Piscataway
- Date published: 2022
- Source:
- Título do periódico: IEEE Transactions on Learning Technologies
- ISSN: 1939-1382
- Volume/Número/Paginação/Ano: v. 15, n. 2, p. 199-212, 2022
- Este periódico é de assinatura
- Este artigo é de acesso aberto
- URL de acesso aberto
- Cor do Acesso Aberto: green
-
ABNT
RODRIGUES, Luiz Antonio Lima et al. Automating gamification personalization to the user and beyond. IEEE Transactions on Learning Technologies, v. 15, n. 2, p. 199-212, 2022Tradução . . Disponível em: https://doi.org/10.1109/TLT.2022.3162409. Acesso em: 19 abr. 2024. -
APA
Rodrigues, L. A. L., Toda, A. M., Santos, W. O. dos, Palomino, P. T., Vassileva, J., & Isotani, S. (2022). Automating gamification personalization to the user and beyond. IEEE Transactions on Learning Technologies, 15( 2), 199-212. doi:10.1109/TLT.2022.3162409 -
NLM
Rodrigues LAL, Toda AM, Santos WO dos, Palomino PT, Vassileva J, Isotani S. Automating gamification personalization to the user and beyond [Internet]. IEEE Transactions on Learning Technologies. 2022 ; 15( 2): 199-212.[citado 2024 abr. 19 ] Available from: https://doi.org/10.1109/TLT.2022.3162409 -
Vancouver
Rodrigues LAL, Toda AM, Santos WO dos, Palomino PT, Vassileva J, Isotani S. Automating gamification personalization to the user and beyond [Internet]. IEEE Transactions on Learning Technologies. 2022 ; 15( 2): 199-212.[citado 2024 abr. 19 ] Available from: https://doi.org/10.1109/TLT.2022.3162409 - Just beat it: exploring the influences of competition and task-related factors in gamified learning environments
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- 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
- Are they learning or playing?: moderator conditions of gamification's success in programming classrooms
Informações sobre o DOI: 10.1109/TLT.2022.3162409 (Fonte: oaDOI API)
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