The Influence of Aesthetic Personalization on Gamified Learning: A Behavioral Analysis of Students’ Interactions
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Publisher
Springer Nature Switzerland
Link
https://link.springer.com/content/pdf/10.1007/978-3-031-64312-5_34
Reference13 articles.
1. Bai, S., Hew, K.F., Huang, B.: Is gamification “bullshit”? evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review p. 100322 (2020)
2. Hallifax, S., Serna, A., Marty, J.C., Lavoué, É.: Adaptive gamification in education: A literature review of current trends and developments. In: Scheffel, M., Broisin, J., Pammer-Schindler, V., Ioannou, A., Schneider, J. (eds.) Transforming Learning with Meaningful Technologies. pp. 294–307. Springer International Publishing, Cham (2019). https://doi.org/10.1007/978-3-030-29736-7_22
3. Hewamalage, H., Bergmeir, C., Bandara, K.: Recurrent neural networks for time series forecasting: Current status and future directions. Int. J. Forecast. 37(1), 388–427 (2021)
4. Hong, Y., Saab, N., Admiraal, W.: Approaches and game elements used to tailor digital gamification for learning: A systematic literature review. Computers & Education p. 105000 (2024)
5. Klock, A.C.T., Gasparini, I., Pimenta, M.S., Hamari, J.: Tailored gamification: A review of literature. International Journal of Human-Computer Studies p. 102495 (2020)
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