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

251 citations · 344 across the 10 of their papers we have counts for

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Showing cs.HCShow all

8 papers · 1 filter

cs.HC2021★ 13 cited

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…

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.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…