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The Impact of Game Elements on Learner Motivation: Influence of Initial Motivation and Player Profile.

, , , , , and . IEEE Trans. Learn. Technol., 15 (1): 42-54 (2022)

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Motivation for Learning - Adaptive Gamification for Web-based Learning Environments., , and . CSEDU (1), page 117-125. SciTePress, (2014)Towards Social Learning Games.. ICWL, volume 7558 of Lecture Notes in Computer Science, page 170-179. Springer, (2012)Toward an Adaptive Gamification System for Learning Environments., , and . CSEDU (Selected Papers), volume 510 of Communications in Computer and Information Science, page 115-129. Springer, (2014)To Tailor or Not to Tailor Gamification? An Analysis of the Impact of Tailored Game Elements on Learners' Behaviours and Motivation., , and . AIED (1), volume 12163 of Lecture Notes in Computer Science, page 216-227. Springer, (2020)A Dashboard to Regulate Project-Based Learning., , and . EC-TEL, volume 7563 of Lecture Notes in Computer Science, page 250-263. Springer, (2012)DDART, a Dynamic Dashboard for Collection, Analysis and Visualization of Activity and Reporting Traces., , , and . EC-TEL, volume 8719 of Lecture Notes in Computer Science, page 440-445. Springer, (2014)Exploration de la physicalisation de données motivationnelles dans l'acquisition de bons comportements liés au sommeil pour les adolescents: Exploring the Physicalization of Motivational Data in the Acquisition of Good Sleep Behaviors for Adolescents., , and . IHM (Extended Abstracts), page 7:1-7:5. ACM, (2021)A Player Model for Adaptive Gamification in Learning Environments., , , and . AIED, volume 9112 of Lecture Notes in Computer Science, page 297-306. Springer, (2015)Towards Qualitative Insights for Visualizing Student Engagement in Web-based Learning Environments., , and . WWW (Companion Volume), page 893-898. ACM, (2016)Social Tagging to Enhance Collaborative Learning.. ICWL, volume 7048 of Lecture Notes in Computer Science, page 92-101. Springer, (2011)