1. Barata, G., Gama, S., Jorge, J.A., Gonçalves, D.J. (2014). Relating gaming habits with student performance in a gamified learning experience. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play - CHI PLAY ’14. https://doi.org/10.1145/2658537.2658692. ACM, (pp. 17–25).
2. Bluej (2019). Bluej. https://www.bluej.org/. Accessed 16 Jan 2019.
3. Borges, S.d.S., Reis, H.M., Durelli, V.H., Bittencourt, I.I., Jaques, P.A., Isotani, S. (2013). Gamificação aplicada à educação: um mapeamento sistemático. In Brazilian Symp. on Computers in Education. https://doi.org/10.5753/cbie.sbie.2013.234, (Vol. 24. Sociedade Brasileira de Computação, p. 234).
4. Christy, K.R., & Fox, J. (2014). Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women’s math performance. Computers & Education, 78, 66–77.
5. Codish, D., & Ravid, G. (2014). Personality based gamification-educational gamification for extroverts and introverts. In CHAIS Conference for the Study of Innovation and Learning Technologies, vol. 1. https://www.openu.ac.il/innovation/chais2014/download/E2-2.pdf, (pp. 36–44).