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How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education.

, , , , , , , and . J. Educ. Technol. Soc., 22 (3): 47-60 (2019)

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Toward Human-AI Collaboration: A Recommender System to Support CS1 Instructors to Select Problems for Assignments and Exams., , , , , , , , , and 1 other author(s). IEEE Trans. Learn. Technol., 16 (3): 457-472 (June 2023)Computational Intelligence in Sports: A Systematic Literature Review., , , , and . Adv. Hum. Comput. Interact., (2018)Towards the understanding of cultural differences in between gamification preferences: A data-driven comparison between the US and Brazil., , , , , , , , , and 1 other author(s). EDM, International Educational Data Mining Society, (2022)Evaluation of a Hybrid AI-Human Recommender for CS1 Instructors in a Real Educational Scenario., , , , , , , , , and . EC-TEL, volume 14200 of Lecture Notes in Computer Science, page 308-323. Springer, (2023)Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons., , , , , and . SIGCSE, page 184-190. ACM, (2021)Procedural versus human level generation: Two sides of the same coin?, , and . Int. J. Hum. Comput. Stud., (2020)Automating Gamification Personalization: To the User and Beyond., , , , , and . CoRR, (2021)Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms., , , , , , , , , and 1 other author(s). ACM Trans. Comput. Educ., 22 (3): 30:1-30:27 (2022)GamiCSM: relating education, culture and gamification - a link between worlds., , , , , , , , and . IHC, page 18:1-18:10. ACM, (2020)Towards Automatic Flow Experience Identification in Educational Systems: A Theory-driven Approach., , , , , and . CHI PLAY (Companion), page 581-588. ACM, (2019)