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

, , , , and . TEEM, page 699-706. ACM, (2020)

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The Relationship between Users' Behavior and Their Flow Experience in Gamified Systems., , and . Proc. ACM Hum. Comput. Interact., 7 (CHI): 319-341 (2023)Personalization Improves Gamification: Evidence from a Mixed-methods Study., , , , , , , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 287:1-287:25 (2021)Desenvolvimento e Avaliação de Material Didático Desplugado para o Ensino de Computação na Educação Básica., , and . Revista Brasileira de Informática na Educ., (2021)An Early Case Study Analyzing Teachers' Acceptance Towards of the Use of Gameful Approaches in Education in Brazil., , and . ICALT, page 304-306. IEEE, (2023)Global Trends in Flow Theory Research within Gameful Environments: A Scoping Review, Bibliometric Analysis and Agenda for Future Studies., and . HICSS, page 1318-1327. ScholarSpace, (2024)Does gamification affect flow experience? A systematic literature review., , , , , , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 110-119. CEUR-WS.org, (2021)ReGammend: A method for personalized recommendation of gamification designs., , , and . GamiFIN, volume 3147 of CEUR Workshop Proceedings, page 85-94. CEUR-WS.org, (2022)An ontology for modelling user' profiles and activities in gamified education., , , , , and . Res. Pract. Technol. Enhanc. Learn., (2023)Social Engagement versus Learning Engagement An Exploratory Study of FutureLearn Learners., , , and . ISKE, page 476-483. IEEE, (2019)Os Efeitos da Gamificação Personalizada na Experiência de Ensino e Aprendizagem Durante o Ensino Remoto Emergencial., , , , and . Revista Brasileira de Informática na Educ., (2022)