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The Relationship between Users' Behavior and Their Flow Experience in Gamified Systems.

, , and . Proc. ACM Hum. Comput. Interact., 7 (CHI PLAY): 319-341 (2023)

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The Relationship Between Students' Flow Experience and Their Behavior Data in Gamified Educational Systems., , , and . HICSS, page 1-10. ScholarSpace, (2022)Do people's user types change over time? An exploratory study., , , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 90-99. CEUR-WS.org, (2021)Towards an Ontological Infrastructure for Content Modeling and Personalization., , , and . SMAP, page 107-112. IEEE, (2012)Group Formation in CSCL: A Review of the State of the Art., , , and . HEFA, volume 832 of Communications in Computer and Information Science, page 71-88. Springer, (2017)Narrative for Gamification in Education: Why Should you Care?, , , , and . ICALT, page 97-99. IEEE, (2019)A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation., , , , , , , , , and . ICALT, page 84-88. IEEE, (2019)The Bright and Dark Sides of Gamification., , and . ITS, volume 9684 of Lecture Notes in Computer Science, page 176-186. Springer, (2016)Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons., , , , , and . SIGCSE, page 184-190. ACM, (2021)Tecnologias Educacionais Estereotipadas: Um desafio a ser enfrentado., , , , , , , , , and . Revista Brasileira de Informática na Educ., (2022)Artificial Intelligence and Educational Policy: Bridging Research and Practice., , and . AIED (Posters/Late Breaking Results/...), volume 1831 of Communications in Computer and Information Science, page 63-68. Springer, (2023)