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Does gamification affect flow experience? A systematic literature review., , , , , , и . GamiFIN, том 2883 из CEUR Workshop Proceedings, стр. 110-119. CEUR-WS.org, (2021)ReGammend: A method for personalized recommendation of gamification designs., , , и . GamiFIN, том 3147 из CEUR Workshop Proceedings, стр. 85-94. CEUR-WS.org, (2022)Global Trends in Flow Theory Research within Gameful Environments: A Scoping Review, Bibliometric Analysis and Agenda for Future Studies., и . HICSS, стр. 1318-1327. ScholarSpace, (2024)An Early Case Study Analyzing Teachers' Acceptance Towards of the Use of Gameful Approaches in Education in Brazil., , и . ICALT, стр. 304-306. IEEE, (2023)The Effects of Gamification on Students' Academic Performance: A Controlled Experimental Study., , , , , , и . ICALT, стр. 47-49. IEEE, (2024)Social Engagement versus Learning Engagement An Exploratory Study of FutureLearn Learners., , , и . ISKE, стр. 476-483. IEEE, (2019)UnplugGamify: A Didactic Material to Support Student-Centered Unplugged Gamification., , , , , и . FIE, стр. 1-8. IEEE, (2023)The Relationship between Users' Behavior and Their Flow Experience in Gamified Systems., , и . Proc. ACM Hum. Comput. Interact., 7 (CHI PLAY): 319-341 (2023)Personalized gamification: A literature review of outcomes, experiments, and approaches., , , , и . TEEM, стр. 699-706. ACM, (2020)Brain-imaging techniques in educational technologies: A systematic literature review., , , , , , , , и . Educ. Inf. Technol., 27 (1): 1183-1212 (2022)