Fonte: Proceedings. Nome do evento: International Conference on Educational Data Mining - EDM. Unidade: ICMC
Assuntos: JOGOS EDUCATIVOS, APRENDIZAGEM, COMPUTADOR NO ENSINO
ABNT
TODA, Armando Maciel et al. Planning gamification strategies based on user characteristics and DM: a gender-based case study. 2019, Anais.. Montreal: Université du Québec à Montréal, 2019. Disponível em: http://educationaldatamining.org/edm2019/proceedings/. Acesso em: 13 out. 2024.APA
Toda, A. M., Oliveira, W., Shi, L., Pinto, I. I. B. S., Isotani, S., & Cristea, A. (2019). Planning gamification strategies based on user characteristics and DM: a gender-based case study. In Proceedings. Montreal: Université du Québec à Montréal. Recuperado de http://educationaldatamining.org/edm2019/proceedings/NLM
Toda AM, Oliveira W, Shi L, Pinto IIBS, Isotani S, Cristea A. Planning gamification strategies based on user characteristics and DM: a gender-based case study [Internet]. Proceedings. 2019 ;[citado 2024 out. 13 ] Available from: http://educationaldatamining.org/edm2019/proceedings/Vancouver
Toda AM, Oliveira W, Shi L, Pinto IIBS, Isotani S, Cristea A. Planning gamification strategies based on user characteristics and DM: a gender-based case study [Internet]. Proceedings. 2019 ;[citado 2024 out. 13 ] Available from: http://educationaldatamining.org/edm2019/proceedings/