2020
DOI: 10.1007/978-3-030-43020-7_46
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Framework for Gamification of Educational Systems Using Behavioral Analysis

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Cited by 2 publications
(1 citation statement)
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“…Further, gamification elements were also found to improve user satisfaction levels through entertainment (Gui, Zhao, & Hoyt, 2019;Khaleel, Ashaari, Wook, & Ismail, 2015). Within this cluster, several studies were found to have paid attention to the game design features and process when teaching through gamified elements (Bell, 2018;Bharathi, 2015;Campbell, 2016;Gocheva et al, 2020;Gomes, de Brito, Tives, Fagundes, & Canedo, 2020;Hansen, Oliveira, & Costa, 2015;Koivisto, 2017;Mårell-Olsson, 2019;Mavroeidi, Kitsiou, & Kalloniatis, 2019;Parjanen & Hyypiä, 2019;Reiners et al, 2015;Thumlert, Castell, & Jenson, 2018;Troiano et al, 2020;X. Wang & Yao, 2020).…”
Section: Cluster 4: Learner Outcomesmentioning
confidence: 98%
“…Further, gamification elements were also found to improve user satisfaction levels through entertainment (Gui, Zhao, & Hoyt, 2019;Khaleel, Ashaari, Wook, & Ismail, 2015). Within this cluster, several studies were found to have paid attention to the game design features and process when teaching through gamified elements (Bell, 2018;Bharathi, 2015;Campbell, 2016;Gocheva et al, 2020;Gomes, de Brito, Tives, Fagundes, & Canedo, 2020;Hansen, Oliveira, & Costa, 2015;Koivisto, 2017;Mårell-Olsson, 2019;Mavroeidi, Kitsiou, & Kalloniatis, 2019;Parjanen & Hyypiä, 2019;Reiners et al, 2015;Thumlert, Castell, & Jenson, 2018;Troiano et al, 2020;X. Wang & Yao, 2020).…”
Section: Cluster 4: Learner Outcomesmentioning
confidence: 98%