How personalization affects motivation in gamified review assessments (2024)
- Authors:
- USP affiliated authors: ISOTANI, SEIJI - ICMC ; RODRIGUES, LUIZ ANTONIO LIMA - ICMC ; TODA, ARMANDO MACIEL - ICMC
- Unidade: ICMC
- DOI: 10.1007/s40593-022-00326-x
- Subjects: JOGOS DE COMPUTADOR; EDUCAÇÃO; APRENDIZAGEM; MOTIVAÇÃO DO ALUNO
- Keywords: Gamification; Gameful; Tailoring; Self-determination theory
- Agências de fomento:
- Language: Inglês
- Imprenta:
- Source:
- Título: International Journal of Artificial Intelligence in Education
- ISSN: 1560-4292
- Volume/Número/Paginação/Ano: v. 34, p. 147-184, 2024
- Status:
- Artigo possui acesso gratuito no site do editor (Bronze Open Access)
- Versão do Documento:
- Versão publicada (Published version)
- Acessar versão aberta:
-
ABNT
RODRIGUES, Luiz Antonio Lima et al. How personalization affects motivation in gamified review assessments. International Journal of Artificial Intelligence in Education, v. 34, p. 147-184, 2024Tradução . . Disponível em: https://doi.org/10.1007/s40593-022-00326-x. Acesso em: 01 abr. 2026. -
APA
Rodrigues, L. A. L., Palomino, P. T., Toda, A. M., Klock, A. C. T., Pessoa, M. S. P., Pereira, F. D., et al. (2024). How personalization affects motivation in gamified review assessments. International Journal of Artificial Intelligence in Education, 34, 147-184. doi:10.1007/s40593-022-00326-x -
NLM
Rodrigues LAL, Palomino PT, Toda AM, Klock ACT, Pessoa MSP, Pereira FD, Oliveira EHT de, Oliveira DF, Cristea AI, Gasparini I, Isotani S. How personalization affects motivation in gamified review assessments [Internet]. International Journal of Artificial Intelligence in Education. 2024 ; 34 147-184.[citado 2026 abr. 01 ] Available from: https://doi.org/10.1007/s40593-022-00326-x -
Vancouver
Rodrigues LAL, Palomino PT, Toda AM, Klock ACT, Pessoa MSP, Pereira FD, Oliveira EHT de, Oliveira DF, Cristea AI, Gasparini I, Isotani S. How personalization affects motivation in gamified review assessments [Internet]. International Journal of Artificial Intelligence in Education. 2024 ; 34 147-184.[citado 2026 abr. 01 ] Available from: https://doi.org/10.1007/s40593-022-00326-x - Predicting user types with symbolic images: an empirical validation based on two card-sorting studies
- Enhancing students' learning Experience through gamification: perspectives and challenges
- GARFIELD: a recommender system to personalize gamified learning
- Gamification through the looking glass: perceived biases and ethical concerns of brazilian teachers
- Gamification suffers from the novelty effect but benefits from the familiarization effect: findings from a longitudinal study
- Gamification and open learner model: an experimental study on the effects on self-regulatory learning characteristics
- When personalized gamification meets computing education: a multidimensional approach to motivate students to learn
- A journey to identify users' classification strategies to customize game-based and gamified learning environments
- An ontology for modelling user' profiles and activities in gamified education
- Explaining individual and collective programming students' behavior by interpreting a black-box predictive model
Informações sobre a disponibilidade de versões do artigo em acesso aberto coletadas automaticamente via oaDOI API (Unpaywall).
Por se tratar de integração com serviço externo, podem existir diferentes versões do trabalho (como preprints ou postprints), que podem diferir da versão publicada.
Download do texto completo
| Tipo | Nome | Link | |
|---|---|---|---|
| 3121687.pdf |
How to cite
A citação é gerada automaticamente e pode não estar totalmente de acordo com as normas
