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The effects of personalized gamification on students' flow experience, motivation, and enjoyment.

, , , , , , and . Smart Learn. Environ., 9 (1): 16 (2022)

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Tailored gamification in education: A literature review and future agenda., , , , , , and . Educ. Inf. Technol., 28 (1): 373-406 (January 2023)The effects of personalized gamification on students' flow experience, motivation, and enjoyment., , , , , , and . Smart Learn. Environ., 9 (1): 16 (2022)Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons., , , , , and . SIGCSE, page 184-190. ACM, (2021)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)Personalized gamification: A literature review of outcomes, experiments, and approaches., , , , and . TEEM, page 699-706. ACM, (2020)Personalization Improves Gamification: Evidence from a Mixed-methods Study., , , , , , , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 287:1-287:25 (2021)Predicting user types with symbolic images: An empirical validation based on two card-sorting studies., , , , , and . Entertain. Comput., (August 2023)An ontology for modelling user' profiles and activities in gamified education., , , , , and . Res. Pract. Technol. Enhanc. Learn., (2023)Enhancing Students' Learning Experience Through Gamification: Perspectives and Challenges., , , and . GranDGamesBR, volume 1702 of Communications in Computer and Information Science, page 113-133. Springer, (2021)GARFIELD: A Recommender System to Personalize Gamified Learning., , , , , , , , , and 1 other author(s). AIED (1), volume 13355 of Lecture Notes in Computer Science, page 666-672. Springer, (2022)