Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use

J Högberg, J Hamari, E Wästlund - User modeling and user-adapted …, 2019 - Springer
In this paper, we present the development and validation of an instrument for measuring
users' gameful experience while using a service. Either intentionally or unintentionally …

Tailoring real-time physical activity coaching systems: a literature survey and model

H op den Akker, VM Jones, HJ Hermens - User modeling and user …, 2014 - Springer
Technology mediated healthcare services designed to stimulate patients' self-efficacy are
widely regarded as a promising paradigm to reduce the burden on the healthcare system …

Adaptive gamification for learning environments

E Lavoué, B Monterrat, M Desmarais… - IEEE Transactions on …, 2018 - ieeexplore.ieee.org
In spite of their effectiveness, learning environments often fail to engage users and end up
under-used. Many studies show that gamification of learning environments can enhance …

Gamification, quantified-self or social networking? Matching users' goals with motivational technology

J Hamari, L Hassan, A Dias - User Modeling and User-Adapted Interaction, 2018 - Springer
Abstract Systems and services we employ in our daily life have increasingly been
augmented with motivational designs which fall under the classes of (1) gamification,(2) …

Gamification

E Sanchez, H van Oostendorp, JD Fijnheer… - … of Education and …, 2020 - Springer
Digital game-based learning (DGBL) is increasingly being used to refer to the use of games
for expected learning outcomes. The expression emphasizes the importance of the context …

Analyzing the relationships between learners' motivation and observable engaged behaviors in a gamified learning environment

E Lavoué, Q Ju, S Hallifax, A Serna - International Journal of Human …, 2021 - Elsevier
Over the last ten years, gamification has been widely integrated in digital learning
environments as a way to increase learners' motivation. However, little is known about …

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 …

Supporting and challenging learners through pedagogical agents: Addressing ethical issues through designing for values

D Richards, V Dignum - British Journal of Educational …, 2019 - Wiley Online Library
Abstract Pedagogical Agents (PAs) that would guide interactions in intelligent learning
environments were envisioned two decades ago. These early animated characters had …

[HTML][HTML] Supporting Adolescent Engagement with Artificial Intelligence–Driven Digital Health Behavior Change Interventions

A Giovanelli, J Rowe, M Taylor, M Berna… - Journal of medical …, 2023 - jmir.org
Understanding and optimizing adolescent-specific engagement with behavior change
interventions will open doors for providers to promote healthy changes in an age group that …

EMODA: A tutor oriented multimodal and contextual emotional dashboard

M Ez-Zaouia, E Lavoué - … of the seventh international learning analytics …, 2017 - dl.acm.org
Learners' emotional state has proven to be a key factor for successful learning. Visualizing
learners' emotions during synchronous on-line learning activities can help tutors in creating …