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Adaptive gamification in education: A literature review of current trends and developments
Gamification, the use of game elements in non-game settings, is more and more used in
education to increase learner motivation, engagement, and performance. Recent research …
education to increase learner motivation, engagement, and performance. Recent research …
Personalized gamification: A literature review of outcomes, experiments, and approaches
Personalized gamification has gained substantial interest due to the expectation that it can
improve gamification's success. Considering some secondary studies on this topic, they lack …
improve gamification's success. Considering some secondary studies on this topic, they lack …
Factors to consider for tailored gamification
Gamification is widely used to foster user motivation. Recent studies show that users can be
more or less receptive to different game elements, based on their personality or player …
more or less receptive to different game elements, based on their personality or player …
Affective states in computer-supported collaborative learning: Studying the past to drive the future
CSCL investigates ways of promoting students' collaboration through technology. Although
affective states and socio-emotional factors have an important effect on learning, few studies …
affective states and socio-emotional factors have an important effect on learning, few studies …
Adaptation of gaming features for motivating learners
Background. Many learning environments are quickly deserted by learners, even if they are
efficient. Gamification of learning environments is a recent approach used to enhance …
efficient. Gamification of learning environments is a recent approach used to enhance …
[HTML][HTML] Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design
Gamification has become one of the main areas in information systems and human–
computer interaction research related to users' motivations and behaviors. Within this …
computer interaction research related to users' motivations and behaviors. Within this …
[HTML][HTML] Towards adaptive gamification: A method using dynamic player profile and a case study
I Rodríguez, A Puig, À Rodríguez - Applied Sciences, 2022 - mdpi.com
The design of gamified experiences following the one-fits-all approach uses the same game
elements for all users participating in the experience. The alternative is adaptive …
elements for all users participating in the experience. The alternative is adaptive …
Gamification risks to enterprise teamwork: Taxonomy, management strategies and modalities of application
Gamification corresponds to the use of game elements to encourage certain attitudes and
behaviours in a serious context. When applied to enterprise teamwork, gamification can lead …
behaviours in a serious context. When applied to enterprise teamwork, gamification can lead …
Toward a unified modeling of learner's growth process and flow theory
Flow is the affective state in which a learner is so engaged and involved in an activity that
nothing else seems to matter. In this sense, to help students in the skill development and …
nothing else seems to matter. In this sense, to help students in the skill development and …
Personalization of gamification in collaborative learning contexts using ontologies
The design of collaborative learning (CL) scenarios that increase both students' learning
and motivation is a challenge that the Computer-Supported Collaborative Learning (CSCL) …
and motivation is a challenge that the Computer-Supported Collaborative Learning (CSCL) …