activity
20192021
most citedAnalysing gamification elements in educational environments using an existing Gamification taxonomy

251 citations · 331 across the 9 of their papers we have counts for

collaborators

9 papers

cs.HC2021★ 16 cited

Does gamification affect flow experience? A systematic literature review

Wilk Oliveira, Olena Pastushenko, Luiz Rodrigues +4

In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of seco…

cs.HC2021★ 10 cited

Automating Gamification Personalization: To the User and Beyond

Luiz Rodrigues, Armando M. Toda, Wilk Oliveira +3

Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously c…

cs.HC2020★ 9 cited

Revealing the Hidden Patterns: A Comparative Study on Profiling Subpopulations of MOOC Students

Lei Shi, Alexandra I. Cristea, Armando M. Toda +1

Massive Open Online Courses (MOOCs) exhibit a remarkable heterogeneity of students. The advent of complex "big data" from MOOC platforms is a challenging yet rewarding opportunity…

cs.HC2020★ 4 cited

Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study

Armando Toda, Paula Palomino, Luiz Rodrigues +4

Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify…

cs.HC2020★ 251 cited

Analysing gamification elements in educational environments using an existing Gamification taxonomy

Armando M. Toda, Ana C. T. Klock, Wilk Oliveira +7

Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks…

cs.CY2020

Social Engagement versus Learning Engagement -- An Exploratory Study of FutureLearn Learners

Lei Shi, Alexandra I. Cristea, Armando M. Toda +1

Massive Open Online Courses (MOOCs) continue to see increasing enrolment, but only a small percent of enrolees completes the MOOCs. Whilst a lot of research has focused on predicti…

cs.HC2020★ 5 cited

Exploring Navigation Styles in a FutureLearn MOOC

Lei Shi, Alexandra I. Cristea, Armando M. Toda +1

This paper presents for the first time a detailed analysis of fine-grained navigation style identification in MOOCs backed by a large number of active learners. The result shows 1)…

cs.HC2020★ 4 cited

Social Interactions Clustering MOOC Students: An Exploratory Study

Lei Shi, Alexandra Cristea, Ahmad Alamri +2

An exploratory study on social interactions of MOOC students in FutureLearn was conducted, to answer "how can we cluster students based on their social interactions?" Comments were…

cs.CY2019★ 32 cited

Planning Gamification Strategies based on User Characteristics and DM: A Gender-based Case Study

Armando M. Toda, Wilk Oliveira, Lei Shi +3

Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to ga…