Gamification and open learner model: an experimental study on the effects on self-regulatory learning characteristics (2024)
- Authors:
- USP affiliated authors: ISOTANI, SEIJI - ICMC ; RODRIGUES, LUIZ ANTONIO LIMA - ICMC
- Unidade: ICMC
- DOI: 10.1007/s10639-023-11906-2
- Subjects: APRENDIZAGEM; MOTIVAÇÃO DO ALUNO; JOGOS DE COMPUTADOR; SISTEMAS TUTORES INTELIGENTES
- Keywords: Gamification; Self-regulation of learning; Open learner model; Experiment
- Agências de fomento:
- Language: Inglês
- Imprenta:
- Source:
- Título do periódico: Education and Information Technologies
- ISSN: 1360-2357
- Volume/Número/Paginação/Ano: v. 29, p. 3525-3546, 2024
- Este periódico é de assinatura
- Este artigo NÃO é de acesso aberto
- Cor do Acesso Aberto: closed
-
ABNT
ROCHA, Fabrício Domingos Ferreira da et al. Gamification and open learner model: an experimental study on the effects on self-regulatory learning characteristics. Education and Information Technologies, v. 29, p. 3525-3546, 2024Tradução . . Disponível em: https://doi.org/10.1007/s10639-023-11906-2. Acesso em: 27 set. 2024. -
APA
Rocha, F. D. F. da, Lemos, B., Brito, P. H. S., Santos, R., Rodrigues, L. A. L., & Isotani, S. (2024). Gamification and open learner model: an experimental study on the effects on self-regulatory learning characteristics. Education and Information Technologies, 29, 3525-3546. doi:10.1007/s10639-023-11906-2 -
NLM
Rocha FDF da, Lemos B, Brito PHS, Santos R, Rodrigues LAL, Isotani S. Gamification and open learner model: an experimental study on the effects on self-regulatory learning characteristics [Internet]. Education and Information Technologies. 2024 ; 29 3525-3546.[citado 2024 set. 27 ] Available from: https://doi.org/10.1007/s10639-023-11906-2 -
Vancouver
Rocha FDF da, Lemos B, Brito PHS, Santos R, Rodrigues LAL, Isotani S. Gamification and open learner model: an experimental study on the effects on self-regulatory learning characteristics [Internet]. Education and Information Technologies. 2024 ; 29 3525-3546.[citado 2024 set. 27 ] Available from: https://doi.org/10.1007/s10639-023-11906-2 - An ontology for modelling user' profiles and activities in gamified education
- When personalized gamification meets computing education: a multidimensional approach to motivate students to learn
- Explaining individual and collective programming students' behavior by interpreting a black-box predictive model
- A journey to identify users' classification strategies to customize game-based and gamified learning environments
- Uma análise dos tipos de jogadores em uma plataforma de gamificação incorporada a um sistema juiz on-line
- Predicting user types with symbolic images: an empirical validation based on two card-sorting studies
- Enhancing students' learning Experience through gamification: perspectives and challenges
- How personalization affects motivation in gamified review assessments
- Tailoring gamified educational systems to users and context
- Gamification through the looking glass: perceived biases and ethical concerns of brazilian teachers
Informações sobre o DOI: 10.1007/s10639-023-11906-2 (Fonte: oaDOI API)
Download do texto completo
Tipo | Nome | Link | |
---|---|---|---|
3144297.pdf |
How to cite
A citação é gerada automaticamente e pode não estar totalmente de acordo com as normas