251 citations · 321 across the 8 of their papers we have counts for
8 papers
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…
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…
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…
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…
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…
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)…