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Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms.

, , , , , , , , , , and . ACM Trans. Comput. Educ., 22 (3): 30:1-30:27 (2022)

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Computational Intelligence in Sports: A Systematic Literature Review., , , , and . Adv. Hum. Comput. Interact., (2018)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)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)Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons., , , , , and . SIGCSE, page 184-190. ACM, (2021)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)Improving Players' Profiles Clustering from Game Data Through Feature Extraction., and . SBGames, page 177-186. IEEE Computer Society, (2018)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)Analysing gamification elements in educational environments using an existing Gamification taxonomy., , , , , , , , , and . Smart Learn. Environ., 6 (1): 16 (2019)Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study., , , , , , and . CoRR, (2020)Personalized gamification: A literature review of outcomes, experiments, and approaches., , , , and . TEEM, page 699-706. ACM, (2020)