Adaptive gamification in education: A literature review of current trends and developments

S Hallifax, A Serna, JC Marty, É Lavoué - Transforming Learning with …, 2019 - Springer
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 …

Personalized gamification: A literature review of outcomes, experiments, and approaches

L Rodrigues, AM Toda, PT Palomino… - Eighth international …, 2020 - dl.acm.org
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 …

Factors to consider for tailored gamification

S Hallifax, A Serna, JC Marty, G Lavoué… - Proceedings of the …, 2019 - dl.acm.org
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 …

Affective states in computer-supported collaborative learning: Studying the past to drive the future

RCD Reis, S Isotani, CL Rodriguez, KT Lyra… - Computers & …, 2018 - Elsevier
CSCL investigates ways of promoting students' collaboration through technology. Although
affective states and socio-emotional factors have an important effect on learning, few studies …

Adaptation of gaming features for motivating learners

B Monterrat, É Lavoué, S George - Simulation & Gaming, 2017 - journals.sagepub.com
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 …

[HTML][HTML] Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design

J Kirchner-Krath, M Altmeyer, L Schürmann… - International Journal of …, 2024 - Elsevier
Gamification has become one of the main areas in information systems and human–
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 …

Gamification risks to enterprise teamwork: Taxonomy, management strategies and modalities of application

A Algashami, L Vuillier, A Alrobai, K Phalp, R Ali - Systems, 2019 - mdpi.com
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 …

Toward a unified modeling of learner's growth process and flow theory

GC Challco, FRH Andrade, SS Borges… - Journal of Educational …, 2016 - JSTOR
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 …

Personalization of gamification in collaborative learning contexts using ontologies

GC Challco, DA Moreira, II Bittencourt… - IEEE Latin America …, 2015 - ieeexplore.ieee.org
The design of collaborative learning (CL) scenarios that increase both students' learning
and motivation is a challenge that the Computer-Supported Collaborative Learning (CSCL) …