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20162026
most citedAnalysing gamification elements in educational environments using an existing Gamification taxonomy

251 citations · 416 across the 10 of their papers we have counts for

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5 papers · 1 filter

cs.HC2025★ 2 cited

A Mixed User-Centered Approach to Enable Augmented Intelligence in Intelligent Tutoring Systems: The Case of MathAIde app

Guilherme Guerino, Luiz Rodrigues, Luana Bianchini +8

This study explores the integration of Augmented Intelligence (AuI) in Intelligent Tutoring Systems (ITS) to address challenges in Artificial Intelligence in Education (AIED), incl…

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.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…