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To Tailor or Not to Tailor Gamification? An Analysis of the Impact of Tailored Game Elements on Learners’ Behaviours and Motivation

Gamification, defined as the use of game elements in non game situations, is a widely used method to foster learner engagement and motivation. It is generally accepted that in order to be effective, gamification should be tailored to users. Currently, most systems adapt by assigning different game e...

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Bibliografiset tiedot
Julkaisussa:Artificial Intelligence in Education
Päätekijät: Hallifax, Stuart, Lavoué, Elise, Serna, Audrey
Aineistotyyppi: Artigo
Kieli:Inglês
Julkaistu: 2020
Aiheet:
Linkit:https://ncbi.nlm.nih.gov/pmc/articles/PMC7334182/
https://ncbi.nlm.nih.govhttp://dx.doi.org/10.1007/978-3-030-52237-7_18
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