251 citations · 334 across the 9 of their papers we have counts for
9 papers
Do people's user types change over time? An exploratory study
Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari +1
In recent years, different studies have proposed and validated user models (e.g., Bartle, BrainHex, and Hexad) to represent the different user profiles in games and gamified settin…
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…