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Does gamification work for boys and girls?: An exploratory study with a virtual learning environment.

, , , , and . SAC, page 214-219. ACM, (2015)

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Personalization of Persuasive Technology in Higher Education., , , , and . UMAP, page 336-340. ACM, (2019)Harnessing P2P Power in the Classroom.. Intelligent Tutoring Systems, volume 3220 of Lecture Notes in Computer Science, page 305-314. Springer, (2004)BEN'FIT: Design, Implementation and Evaluation of a Culture-Tailored Fitness App., , , , , and . UMAP (Adjunct Publication), page 161-166. ACM, (2019)Drivers of Competitive Behavior in Persuasive Technology in Education., , , and . UMAP (Adjunct Publication), page 127-134. ACM, (2019)Investigation of the Social Predictors of Competitive Behavior and the Moderating Effect of Culture., , and . UMAP (Adjunct Publication), page 419-424. ACM, (2017)Investigation of Social Predictors of Competitive Behavior in Persuasive Technology., and . PERSUASIVE, volume 10171 of Lecture Notes in Computer Science, page 279-291. Springer, (2017)Perceived Effectiveness, Credibility and Continuance Intention in E-commerce: A Study of Amazon., and . PERSUASIVE, volume 10171 of Lecture Notes in Computer Science, page 293-306. Springer, (2017)Towards Understanding Users' Motivation in a Q&A Social Network Using Social Influence and the Moderation by Culture., and . UMAP, page 349-350. ACM, (2017)Trust-Based Recommendations for Scientific Papers Based on the Researcher's Current Interest., and . AIED, volume 7926 of Lecture Notes in Computer Science, page 717-720. Springer, (2013)Towards Understanding User Participation in Stack Overflow Using Profile Data., and . SocInfo (2), volume 10047 of Lecture Notes in Computer Science, page 3-13. (2016)