Gamification through the looking glass: perceived biases and ethical concerns of brazilian teachers (2022)
- Authors:
- USP affiliated authors: ISOTANI, SEIJI - ICMC ; TODA, ARMANDO MACIEL - ICMC ; PALOMINO, PAULA TOLEDO - ICMC ; RODRIGUES, LUIZ ANTONIO LIMA - ICMC
- Unidade: ICMC
- DOI: 10.1007/978-3-031-11647-6_47
- Subjects: COMPUTADOR NO ENSINO; JOGOS DE COMPUTADOR; ÉTICA; PRECONCEITO
- Keywords: Gamification; Ethics; Biases in learning technologies
- Agências de fomento:
- Language: Inglês
- Imprenta:
- Source:
- Título: Lecture Notes in Computer Science
- ISSN: 0302-9743
- Volume/Número/Paginação/Ano: v. 13356, p. 259-262, 2022
- Conference titles: International Conference on Artificial Intelligence in Education - AIED
- Este periódico é de assinatura
- Este artigo NÃO é de acesso aberto
- Cor do Acesso Aberto: closed
-
ABNT
TODA, Armando Maciel et al. Gamification through the looking glass: perceived biases and ethical concerns of brazilian teachers. Lecture Notes in Computer Science. Cham: Springer. Disponível em: https://doi.org/10.1007/978-3-031-11647-6_47. Acesso em: 25 dez. 2025. , 2022 -
APA
Toda, A. M., Palomino, P. T., Rodrigues, L. A. L., Klock, A. C. T., Pereira, F. D., Borges, S. de S., et al. (2022). Gamification through the looking glass: perceived biases and ethical concerns of brazilian teachers. Lecture Notes in Computer Science. Cham: Springer. doi:10.1007/978-3-031-11647-6_47 -
NLM
Toda AM, Palomino PT, Rodrigues LAL, Klock ACT, Pereira FD, Borges S de S, Gasparini I, Oliveira EHT de, Isotani S, Cristea AI. Gamification through the looking glass: perceived biases and ethical concerns of brazilian teachers [Internet]. Lecture Notes in Computer Science. 2022 ; 13356 259-262.[citado 2025 dez. 25 ] Available from: https://doi.org/10.1007/978-3-031-11647-6_47 -
Vancouver
Toda AM, Palomino PT, Rodrigues LAL, Klock ACT, Pereira FD, Borges S de S, Gasparini I, Oliveira EHT de, Isotani S, Cristea AI. Gamification through the looking glass: perceived biases and ethical concerns of brazilian teachers [Internet]. Lecture Notes in Computer Science. 2022 ; 13356 259-262.[citado 2025 dez. 25 ] Available from: https://doi.org/10.1007/978-3-031-11647-6_47 - GARFIELD: a recommender system to personalize gamified learning
- Gamification suffers from the novelty effect but benefits from the familiarization effect: findings from a longitudinal study
- Automatic game experience identification in educational games
- Personalized gamification: a literature review of outcomes, experiments, and approaches
- Exploring content Game elements to support gamification design in educational systems: narrative and storytelling
- How to gamify learning systems?: an experience report using the design sprint method and a taxonomy for gamification elements in education
- Analysing gamification elements in educational environments using an existing gamification taxonomy
- Which one is the best?: a quasi-experimental study comparing frameworks for unplugged gamification
- Just beat it: exploring the influences of competition and task-related factors in gamified learning environments
- Predicting user types with symbolic images: an empirical validation based on two card-sorting studies
Informações sobre o DOI: 10.1007/978-3-031-11647-6_47 (Fonte: oaDOI API)
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