Tailored gamification in education: A literature review and future agenda

W Oliveira, J Hamari, L Shi, AM Toda… - Education and …, 2023 - Springer
Gamification has been widely used to design better educational systems aiming to increase
students' concentration, motivation, engagement, flow experience, and others positive …

[HTML][HTML] Approaches and game elements used to tailor digital gamification for learning: A systematic literature review

Y Hong, N Saab, W Admiraal - Computers & Education, 2024 - Elsevier
The systematic review examined research on tailored digital gamification for learning based
on 43 peer-reviewed articles published between 2013 and 2022. The study aimed to …

Adaptive gamification in science education: An analysis of the impact of implementation and adapted game elements on students' motivation

AI Zourmpakis, M Kalogiannakis, S Papadakis - Computers, 2023 - mdpi.com
In recent years, gamification has captured the attention of researchers and educators,
particularly in science education, where students often express negative emotions …

The effects of personalized gamification on students' flow experience, motivation, and enjoyment

W Oliveira, J Hamari, S Joaquim, AM Toda… - Smart Learning …, 2022 - Springer
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 …

[HTML][HTML] The effects of gamification on computerized cognitive training: systematic review and meta-analysis

JF Vermeir, MJ White, D Johnson, G Crombez… - JMIR serious …, 2020 - games.jmir.org
Background There has been a growing interest in the application of gamification (ie, the use
of game elements) to computerized cognitive training. The introduction of targeted …

To tailor or not to tailor gamification? An analysis of the impact of tailored game elements on learners' behaviours and motivation

S Hallifax, E Lavoué, A Serna - International conference on artificial …, 2020 - Springer
Gamification, defined as the use of game elements in non game situations, is a widely used
method to foster learner engagement and motivation. It is generally accepted that in order to …

The consistency of gamification user types: A study on the change of preferences over time

ACG Santos, W Oliveira, J Hamari, S Joaquim… - Proceedings of the …, 2023 - dl.acm.org
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 …

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 …

Automating gamification personalization to the user and beyond

L Rodrigues, AM Toda, W Oliveira… - IEEE Transactions …, 2022 - ieeexplore.ieee.org
Personalized gamification explores user models to tailor gamification designs to mitigate
cases wherein the one-size-fits-all approach ineffectively improves learning outcomes. The …

How to gamify learning systems? An experience report using the design sprint method and a taxonomy for gamification elements in education

AM Toda, PT Palomino, W Oliveira, L Rodrigues… - Journal of Educational …, 2019 - JSTOR
One of the main goals of gamification in educational settings is to increase student
motivation and engagement. To facilitate the design of gamified educational systems, in …