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Tailored gamification in education: A literature review and future agenda
Gamification has been widely used to design better educational systems aiming to increase
students' concentration, motivation, engagement, flow experience, and others positive …
students' concentration, motivation, engagement, flow experience, and others positive …
Game difficulty adaptation and experience personalization: A literature review
This paper attempts to provide a detailed overview of the latest advancements in the field of
game difficulty adaptation and experience personalization within the years 2005–2021 from …
game difficulty adaptation and experience personalization within the years 2005–2021 from …
The effects of personalized gamification on students' flow experience, motivation, and enjoyment
Gamification refers to the attempt to transform different kinds of systems to be able to better
invoke positive experiences such as the flow state. However, the ability of such intervention …
invoke positive experiences such as the flow state. However, the ability of such intervention …
Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study
There are many claims that gamification (ie, using game elements outside games) impact
decreases over time (ie, the novelty effect). Most studies analyzing this effect focused on …
decreases over time (ie, the novelty effect). Most studies analyzing this effect focused on …
The relationship between user types and gamification designs
Gamification has been discussed as a standout approach to improve user experience, with
different studies showing that users can have different preferences over game elements …
different studies showing that users can have different preferences over game elements …
Personalization improves gamification: Evidence from a mixed-methods study
Personalization of gamification is an alternative to overcome the shortcomings of the one-
size-fits-all approach, but the few empirical studies analyzing its effects do not provide …
size-fits-all approach, but the few empirical studies analyzing its effects do not provide …
The consistency of gamification user types: A study on the change of preferences over time
In recent decades, several studies have suggested and validated user models (eg, Bartle,
and Hexad) to represent different user profiles in games and gamified environments …
and Hexad) to represent different user profiles in games and gamified environments …
Gamification works, but how and to whom? an experimental study in the context of programming lessons
Programming is a complex, not trivial to learn and teach task, which gamification can
facilitate. However, how gamification affects learning and the influence of context-related …
facilitate. However, how gamification affects learning and the influence of context-related …
[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 …
Automating gamification personalization to the user and beyond
Personalized gamification explores user models to tailor gamification designs to mitigate
cases wherein the one-size-fits-all approach ineffectively improves learning outcomes. The …
cases wherein the one-size-fits-all approach ineffectively improves learning outcomes. The …