Domain-Specific Choices Affecting Design Effort in Gamification
Author:
Publisher
Springer International Publishing
Link
https://link.springer.com/content/pdf/10.1007/978-3-031-23161-2_402
Reference5 articles.
1. Bianchini, D., Fogli, D., Ragazzi, D.: Promoting citizen participation through gamification. In: Proceedings of 9th Nordic Conference on Human-Conference Interaction (NordiCHI), pp. 1–4 (2016)
2. Butler, S., Ahmed, D.: Gamification to engage and motivate students to achieve computer science learning goals. Proceedings of International Conference on Computational Science and Computational Intelligence, pp. 237–240 (2016)
3. Carreno-Leon, M., Sandoval-Bringas, A., Alvarez-Rodriguez, F., Camacho-Gonzalez, Y.: Gamification technique for teaching programming. In: Proceedings of IEEE Global Engineering Education Conference (EDUCON), pp. 2009–2014 (2018)
4. Heryadi, Y., Muliamin, K.: Gamification of M-learning Mandarin as second language. In: Proceedings of the 1st International Conference on Game, Game Art, and Gamification (ICGGAG), pp. 1–4 (2016)
5. Santos, R., Magalhaes, C., Capretz, L., Correia-Neto, J., da Silva, F., Saher, A.: Computer games are serious business and so is their quality: particularities of software testing in game development from the perspective of practitioners. In: Proceedings of the 12th ACM/IEEE International Symposium on Empirical Software Engineering and Measurement (ESEM), pp. 1–10 (2018)
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