Filtros : "Indexado no Inspec" "Hamari, Juho" Limpar

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  • Source: ACM Transactions on Computing Education. Unidade: ICMC

    Subjects: CIÊNCIA DA COMPUTAÇÃO, JOGOS EDUCATIVOS, ENSINO E APRENDIZAGEM

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    • ABNT

      BEZERRA, Gabriela de Carvalho Barros et al. Exploring the use of unplugged gamification on programming learners' experience. ACM Transactions on Computing Education, v. 24, n. 3, p. 42:1-42:25, 2024Tradução . . Disponível em: https://doi.org/10.1145/3686165. Acesso em: 04 nov. 2024.
    • APA

      Bezerra, G. de C. B., Santos, W. O. dos, Santos, A. C. G., & Hamari, J. (2024). Exploring the use of unplugged gamification on programming learners' experience. ACM Transactions on Computing Education, 24( 3), 42:1-42:25. doi:10.1145/3686165
    • NLM

      Bezerra G de CB, Santos WO dos, Santos ACG, Hamari J. Exploring the use of unplugged gamification on programming learners' experience [Internet]. ACM Transactions on Computing Education. 2024 ; 24( 3): 42:1-42:25.[citado 2024 nov. 04 ] Available from: https://doi.org/10.1145/3686165
    • Vancouver

      Bezerra G de CB, Santos WO dos, Santos ACG, Hamari J. Exploring the use of unplugged gamification on programming learners' experience [Internet]. ACM Transactions on Computing Education. 2024 ; 24( 3): 42:1-42:25.[citado 2024 nov. 04 ] Available from: https://doi.org/10.1145/3686165
  • Source: Education and Information Technologies. Unidade: ICMC

    Subjects: JOGOS DE COMPUTADOR, REVISÃO SISTEMÁTICA, COMPUTADOR NO ENSINO, EDUCAÇÃO

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    • ABNT

      SANTOS, Wilk Oliveira dos et al. Tailored gamification in education: a literature review and future agenda. Education and Information Technologies, v. 28, p. 373-406, 2023Tradução . . Disponível em: https://doi.org/10.1007/s10639-022-11122-4. Acesso em: 04 nov. 2024.
    • APA

      Santos, W. O. dos, Hamari, J., Shi, L., Toda, A. M., Rodrigues, L. A. L., Palomino, P. T., & Isotani, S. (2023). Tailored gamification in education: a literature review and future agenda. Education and Information Technologies, 28, 373-406. doi:10.1007/s10639-022-11122-4
    • NLM

      Santos WO dos, Hamari J, Shi L, Toda AM, Rodrigues LAL, Palomino PT, Isotani S. Tailored gamification in education: a literature review and future agenda [Internet]. Education and Information Technologies. 2023 ; 28 373-406.[citado 2024 nov. 04 ] Available from: https://doi.org/10.1007/s10639-022-11122-4
    • Vancouver

      Santos WO dos, Hamari J, Shi L, Toda AM, Rodrigues LAL, Palomino PT, Isotani S. Tailored gamification in education: a literature review and future agenda [Internet]. Education and Information Technologies. 2023 ; 28 373-406.[citado 2024 nov. 04 ] Available from: https://doi.org/10.1007/s10639-022-11122-4
  • Source: Proceedings of the ACM on Human-Computer Interaction. Unidade: ICMC

    Subjects: INTERAÇÃO HOMEM-MÁQUINA, JOGOS DE COMPUTADOR, COMPORTAMENTO

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    • ABNT

      SANTOS, Wilk Oliveira dos e HAMARI, Juho e ISOTANI, Seiji. The relationship between users' behavior and their flow experience in gamified systems. Proceedings of the ACM on Human-Computer Interaction, v. 7, n. CHI PLAY, p. 1-23, 2023Tradução . . Disponível em: https://doi.org/10.1145/3611032. Acesso em: 04 nov. 2024.
    • APA

      Santos, W. O. dos, Hamari, J., & Isotani, S. (2023). The relationship between users' behavior and their flow experience in gamified systems. Proceedings of the ACM on Human-Computer Interaction, 7( CHI PLAY), 1-23. doi:10.1145/3611032
    • NLM

      Santos WO dos, Hamari J, Isotani S. The relationship between users' behavior and their flow experience in gamified systems [Internet]. Proceedings of the ACM on Human-Computer Interaction. 2023 ; 7( CHI PLAY): 1-23.[citado 2024 nov. 04 ] Available from: https://doi.org/10.1145/3611032
    • Vancouver

      Santos WO dos, Hamari J, Isotani S. The relationship between users' behavior and their flow experience in gamified systems [Internet]. Proceedings of the ACM on Human-Computer Interaction. 2023 ; 7( CHI PLAY): 1-23.[citado 2024 nov. 04 ] Available from: https://doi.org/10.1145/3611032
  • Source: ACM Proceedings on Human-Computer Interaction. Unidade: ICMC

    Subjects: INTERAÇÃO HOMEM-MÁQUINA, ESTUDO DE USUÁRIOS, JOGOS DE COMPUTADOR

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    • ABNT

      SANTOS, Ana Cláudia Guimarães et al. The consistency of gamification user types: a study on the change of preferences over time. ACM Proceedings on Human-Computer Interaction, v. 7, n. CHI PLAY, p. 422:1-422:29, 2023Tradução . . Disponível em: https://doi.org/10.1145/3611068. Acesso em: 04 nov. 2024.
    • APA

      Santos, A. C. G., Santos, W. O. dos, Hamari, J., Joaquim, S., & Isotani, S. (2023). The consistency of gamification user types: a study on the change of preferences over time. ACM Proceedings on Human-Computer Interaction, 7( CHI PLAY), 422:1-422:29. doi:10.1145/3611068
    • NLM

      Santos ACG, Santos WO dos, Hamari J, Joaquim S, Isotani S. The consistency of gamification user types: a study on the change of preferences over time [Internet]. ACM Proceedings on Human-Computer Interaction. 2023 ; 7( CHI PLAY): 422:1-422:29.[citado 2024 nov. 04 ] Available from: https://doi.org/10.1145/3611068
    • Vancouver

      Santos ACG, Santos WO dos, Hamari J, Joaquim S, Isotani S. The consistency of gamification user types: a study on the change of preferences over time [Internet]. ACM Proceedings on Human-Computer Interaction. 2023 ; 7( CHI PLAY): 422:1-422:29.[citado 2024 nov. 04 ] Available from: https://doi.org/10.1145/3611068
  • Source: Scientific Reports. Unidade: ICMC

    Subjects: JOGOS DE COMPUTADOR, PESQUISA, LÍNGUA PORTUGUESA

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    • ABNT

      SANTOS, Ana Cláudia Guimarães et al. Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese. Scientific Reports, v. 12, p. 1-11, 2022Tradução . . Disponível em: https://doi.org/10.1038/s41598-022-08820-x. Acesso em: 04 nov. 2024.
    • APA

      Santos, A. C. G., Santos, W. O. dos, Altmeyer, M., Hamari, J., & Isotani, S. (2022). Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese. Scientific Reports, 12, 1-11. doi:10.1038/s41598-022-08820-x
    • NLM

      Santos ACG, Santos WO dos, Altmeyer M, Hamari J, Isotani S. Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese [Internet]. Scientific Reports. 2022 ; 12 1-11.[citado 2024 nov. 04 ] Available from: https://doi.org/10.1038/s41598-022-08820-x
    • Vancouver

      Santos ACG, Santos WO dos, Altmeyer M, Hamari J, Isotani S. Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese [Internet]. Scientific Reports. 2022 ; 12 1-11.[citado 2024 nov. 04 ] Available from: https://doi.org/10.1038/s41598-022-08820-x
  • Source: Smart Learning Environments. Unidade: ICMC

    Subjects: APRENDIZAGEM, EDUCAÇÃO, JOGOS DE COMPUTADOR

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    • ABNT

      SANTOS, Wilk Oliveira dos et al. Predicting students' flow experience through behavior data in gamified educational systems. Smart Learning Environments, v. 8, p. 1-8, 2021Tradução . . Disponível em: https://doi.org/10.1186/s40561-021-00175-6. Acesso em: 04 nov. 2024.
    • APA

      Santos, W. O. dos, Tenório, K., Hamari, J., Pastushenko, O., & Isotani, S. (2021). Predicting students' flow experience through behavior data in gamified educational systems. Smart Learning Environments, 8, 1-8. doi:10.1186/s40561-021-00175-6
    • NLM

      Santos WO dos, Tenório K, Hamari J, Pastushenko O, Isotani S. Predicting students' flow experience through behavior data in gamified educational systems [Internet]. Smart Learning Environments. 2021 ; 8 1-8.[citado 2024 nov. 04 ] Available from: https://doi.org/10.1186/s40561-021-00175-6
    • Vancouver

      Santos WO dos, Tenório K, Hamari J, Pastushenko O, Isotani S. Predicting students' flow experience through behavior data in gamified educational systems [Internet]. Smart Learning Environments. 2021 ; 8 1-8.[citado 2024 nov. 04 ] Available from: https://doi.org/10.1186/s40561-021-00175-6

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