Filtros : "Canadá" "Isotani, Seiji" "ICMC" "2022" Removido: "Medina, Camila" Limpar

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  • Source: Smart Learning Environments. Unidade: ICMC

    Subjects: JOGOS DE COMPUTADOR, EDUCAÇÃO, MODELAGEM DE DADOS

    Versão PublicadaAcesso à fonteDOIHow to cite
    A citação é gerada automaticamente e pode não estar totalmente de acordo com as normas
    • ABNT

      SANTOS, Wilk Oliveira dos et al. The effects of personalized gamification on students' flow experience, motivation, and enjoyment. Smart Learning Environments, v. 9, p. 1-26, 2022Tradução . . Disponível em: https://doi.org/10.1186/s40561-022-00194-x. Acesso em: 15 ago. 2024.
    • APA

      Santos, W. O. dos, Hamari, J., Santana, S. J. de, Toda, A. M., Palomino, P. T., Vassileva, J., & Isotani, S. (2022). The effects of personalized gamification on students' flow experience, motivation, and enjoyment. Smart Learning Environments, 9, 1-26. doi:10.1186/s40561-022-00194-x
    • NLM

      Santos WO dos, Hamari J, Santana SJ de, Toda AM, Palomino PT, Vassileva J, Isotani S. The effects of personalized gamification on students' flow experience, motivation, and enjoyment [Internet]. Smart Learning Environments. 2022 ; 9 1-26.[citado 2024 ago. 15 ] Available from: https://doi.org/10.1186/s40561-022-00194-x
    • Vancouver

      Santos WO dos, Hamari J, Santana SJ de, Toda AM, Palomino PT, Vassileva J, Isotani S. The effects of personalized gamification on students' flow experience, motivation, and enjoyment [Internet]. Smart Learning Environments. 2022 ; 9 1-26.[citado 2024 ago. 15 ] Available from: https://doi.org/10.1186/s40561-022-00194-x
  • Source: IEEE Transactions on Learning Technologies. Unidade: ICMC

    Subjects: EDUCAÇÃO, JOGOS DE COMPUTADOR, APRENDIZAGEM

    PrivadoAcesso à fonteDOIHow to cite
    A citação é gerada automaticamente e pode não estar totalmente de acordo com as normas
    • ABNT

      RODRIGUES, Luiz Antonio Lima et al. Automating gamification personalization to the user and beyond. IEEE Transactions on Learning Technologies, v. 15, n. 2, p. 199-212, 2022Tradução . . Disponível em: https://doi.org/10.1109/TLT.2022.3162409. Acesso em: 15 ago. 2024.
    • APA

      Rodrigues, L. A. L., Toda, A. M., Santos, W. O. dos, Palomino, P. T., Vassileva, J., & Isotani, S. (2022). Automating gamification personalization to the user and beyond. IEEE Transactions on Learning Technologies, 15( 2), 199-212. doi:10.1109/TLT.2022.3162409
    • NLM

      Rodrigues LAL, Toda AM, Santos WO dos, Palomino PT, Vassileva J, Isotani S. Automating gamification personalization to the user and beyond [Internet]. IEEE Transactions on Learning Technologies. 2022 ; 15( 2): 199-212.[citado 2024 ago. 15 ] Available from: https://doi.org/10.1109/TLT.2022.3162409
    • Vancouver

      Rodrigues LAL, Toda AM, Santos WO dos, Palomino PT, Vassileva J, Isotani S. Automating gamification personalization to the user and beyond [Internet]. IEEE Transactions on Learning Technologies. 2022 ; 15( 2): 199-212.[citado 2024 ago. 15 ] Available from: https://doi.org/10.1109/TLT.2022.3162409

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