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Toward Personalized Adaptive Gamification: A Machine Learning Model for Predicting Performance
16 references·4 citing·56 second hopsampled
Toward Personalized Adaptive Gamification: A Machine Learning Model for Predicting Performance (2018)Toward Personalized Adaptive Gamification…Personality-targeted Gamification (2016)Personality-targeted Gamifica…Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market (2016)Individualising gamification:…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …A Review and Meta-Analysis of Multimodal Affect Detection Systems (2015)A Review and Meta-Analysis of…Player Types: A Meta-synthesis (2014)Player Types: A Meta-synthesisModeling the efficacy of persuasive strategies for different gamer types in serious games for health (2014)Modeling the efficacy of pers…Demographic differences in perceived benefits from gamification (2014)Demographic differences in pe…Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Assessing the effects of gami…The effect of virtual achievements on student engagement (2013)The effect of virtual achieve…Engaging Engineering Students with Gamification (2013)Engaging Engineering Students…The role of emotion in the learning process: Comparisons between online and face-to-face learning settings (2011)The role of emotion in the le…From game design elements to gamefulness (2011)From game design elements to …Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty (2011)Emotion Assessment From Physi…Affect Detection: An Interdisciplinary Review of Models, Methods, and Their Applications (2010)Affect Detection: An Interdis…Task Complexity: A Review and Analysis (1988)Task Complexity: A Review and…Task complexity: Definition of the construct (1986)Task complexity: Definition o…Towards Adaptive Gamification: A Method Using Dynamic Player Profile and a Case Study (2022)Towards Adaptive Gamification…Analyzing the relationships between learners’ motivation and observable engaged behaviors in a gamified learning environment (2021)Analyzing the relationships b…AGE-Learn: Ontology-Based Representation of Personalized Gamification in E-learning (2020)AGE-Learn: Ontology-Based Rep…A Systematic Literature Review on Adaptive Gamification: Components, Methods, and Frameworks (2019)A Systematic Literature Revie…A power primer. 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(2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Causal Texture of Organizational Environments (1965)Designing Complex Organizations (1973)The New Science of Management Decision (1978)Self-Efficacy: A Theoretical Analysis of Its Determinants and Malleability (1992)Goal constructs in psychology: Structure, process, and content. (1996)The effects of feedback interventions on performance: A historical review, a meta-analysis, and a preliminary feedback intervention theory. (1996)Self-explanations: How students study and use examples in learning to solve problems (1989)Self‐Explanations: How Students Study and Use Examples in Learning to Solve Problems (1989)Eliciting self-explanations improves understanding, (1994)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)“Working out for likes”: An empirical study on social influence in exercise gamification (2015)Does gamification increase engagement with online programs? A systematic review (2017)The expression of the emotions in man and animals. (1872)A Coefficient of Agreement for Nominal Scales (1960)Emotion And Adaptation (1991)Identifying Stable Patterns over Time for Emotion Recognition from EEG (2017)EmotionMeter: A Multimodal Framework for Recognizing Human Emotions (2018)Facial Expression Analysis under Partial Occlusion (2018)Flow: The Psychology of Optimal Experience (1991)Affective Computing (1997)A review of the use of psychophysiological methods in game research (2011)Review and Classification of Emotion Recognition Based on EEG Brain-Computer Interface System Research: A Systematic Review (2017)Exploring EEG Features in Cross-Subject Emotion Recognition (2018)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Do badges increase user activity? A field experiment on the effects of gamification (2015)The effect of gamification on motivation and engagement (2017)What Is eSports and Why Do People Watch It? (2017)Development of the Job Diagnostic Survey. (1975)Motivation through the design of work: test of a theory (1976)The Framing of Decisions and the Psychology of Choice (1981)Work teams: Applications and effectiveness. (1990)Media, Tasks, and Communication Processes: A Theory of Media Synchronicity1 (2008)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)A systematic review of gamification in e-Health (2017)The Gamification of Learning: a Meta-analysis (2019)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2010Affect Detection: An Interdisciplinary Review of Models, Methods, and Their Applications1,892 cited
  • 1988Task Complexity: A Review and Analysis1,629 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 1986Task complexity: Definition of the construct1,392 cited
  • 2014Demographic differences in perceived benefits from gamification840 cited
  • 2015A Review and Meta-Analysis of Multimodal Affect Detection Systems631 cited
  • 2013The effect of virtual achievements on student engagement497 cited
  • 2011Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty402 cited
  • 2014Player Types: A Meta-synthesis355 cited
  • 2016Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market322 cited
  • 2014Modeling the efficacy of persuasive strategies for different gamer types in serious games for health320 cited
  • 2013Engaging Engineering Students with Gamification314 cited

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  • 2011The role of emotion in the learning process: Comparisons between online and face-to-face learning settings234 cited
  • 2016Personality-targeted Gamification232 cited
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    • 2021Analyzing the relationships between learners’ motivation and observable engaged behaviors in a gamified learning environment47 cited
    • 2020AGE-Learn: Ontology-Based Representation of Personalized Gamification in E-learning45 cited
    • 2019A Systematic Literature Review on Adaptive Gamification: Components, Methods, and Frameworks38 cited
    • 2022Towards Adaptive Gamification: A Method Using Dynamic Player Profile and a Case Study33 cited