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A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments.

, , , , , , , , , , , , and . IEEE Trans. Learn. Technol., (2024)

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Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms., , , , , , , , , and 1 other author(s). ACM Trans. Comput. Educ., 22 (3): 30:1-30:27 (2022)Fun learning in inclusive education: an approach using Beauty Technology, a tangible artefact, and affective states evaluation., , , , , , , and . ICALT, page 266-268. IEEE, (2022)Generation of critical mass in education: An approach based on multiple vortexes., , and . FIE, page 1-8. IEEE Computer Society, (2014)Distance education with remote poles: An example from the Amazon region., , , and . FIE, page 1-5. IEEE Computer Society, (2012)An Empirical Study to Evaluate the Feasibility of a UX and Usability Inspection Technique for Mobile Applications., , , , , , and . SEKE, page 595-599. KSI Research Inc. and Knowledge Systems Institute Graduate School, (2016)A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments., , , , , , , , , and 3 other author(s). IEEE Trans. Learn. Technol., (2024)The engage taxonomy: SDT-based measurable engagement indicators for MOOCs and their evaluation., , , , , , and . User Model. User Adapt. Interact., 34 (2): 323-374 (April 2024)MobiMonitor: A mobile app for monitoring distance courses in the Amazon region., , , , and . FIE, page 1-8. IEEE Computer Society, (2014)MOOCOLAB - A Customized Collaboration Framework in Massive Open Online Courses., , , and . ITS, volume 12149 of Lecture Notes in Computer Science, page 125-131. Springer, (2020)Negative Emotions, Positive Experience: What Are We Doing Wrong When Evaluating the UX?, , and . CHI Extended Abstracts, ACM, (2019)