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A Player Model for Adaptive Gamification in Learning Environments
15 references·16 citing·31 second hop
A Player Model for Adaptive Gamification in Learning Environments (2015)A Player Model for Adaptive Gamification …Digital Game-Based Learning (2020)Digital Game-Based LearningDoes Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Didactics 2.0: A Pedagogical Analysis of Gamification Theory from a Comparative Perspective with a Special View to the Components of Learning (2014)Didactics 2.0: A Pedagogical …Towards personalised, gamified systems (2013)Towards personalised, gamifie…Psychological Perspectives on Motivation through Gamification (2013)Psychological Perspectives on…BrainHex: A neurobiological gamer typology survey (2013)BrainHex: A neurobiological g…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp (2012)Book Review: 'The Gamificatio…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…From game design elements to gamefulness (2011)From game design elements to …Motivations for Play in Online Games (2006)Motivations for Play in Onlin…Digital game-based learning (2003)Digital game-based learningFinding flow: the psychology of engagement with everyday life (1997)Finding flow: the psychology …The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring (1984)The 2 Sigma Problem: The Sear…Intraclass correlations: Uses in assessing rater reliability. (1979)Intraclass correlations: Uses…The Effects of Adaptive Gamification in Science Learning: A Comparison Between Traditional Inquiry-Based Learning and Gender Differences (2024)The Effects of Adaptive Gamif…The Impact of Game Elements on Learner Motivation: Influence of Initial Motivation and Player Profile (2022)The Impact of Game Elements o…Validation of User Preferences and Effects of Personalized Gamification on Task Performance (2020)Validation of User Preference…To Tailor or Not to Tailor Gamification? An Analysis of the Impact of Tailored Game Elements on Learners’ Behaviours and Motivation (2020)To Tailor or Not to Tailor Ga…Personalized gamification: A literature review of outcomes, experiments, and approaches (2020)Personalized gamification: A …Gamification for Recruitment and Job Training: Model, Taxonomy, and Challenges (2020)Gamification for Recruitment …Does Tailoring Gamified Educational Systems Matter? The Impact on Students' Flow Experience (2020)Does Tailoring Gamified Educa…Automatic generation and recommendation of personalized challenges for gamification (2020)Automatic generation and reco…Analysing adaptive gamification design principles for online courses (2020)Analysing adaptive gamificati…A Systematic Literature Review on Adaptive Gamification: Components, Methods, and Frameworks (2019)A Systematic Literature Revie…Toward Personalized Adaptive Gamification: A Machine Learning Model for Predicting Performance (2018)Toward Personalized Adaptive …Does Personality Affect Students' Perceived Preferences for Game Elements in Gamified Learning Environments? (2018)Does Personality Affect Stude…A process for designing algorithm-based personalized gamification (2018)A process for designing algor…Educational Gamification Based on Personality (2017)Educational Gamification Base…Adaptation of Gaming Features for Motivating Learners (2017)Adaptation of Gaming Features…Creating Student Interaction Profiles for Adaptive Collaboration Gamification Design (2016)Creating Student Interaction …The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Internet Addiction: The Emergence of a New Clinical Disorder (1998)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Coefficient Alpha and the Internal Structure of Tests (1951)Statistical principles in experimental design. (1962)Statistical Theories of Mental Test Scores (1969)Assessing the quality of reports of randomized clinical trials: Is blinding necessary? (1996)The job demands-resources model of burnout. (2001)A Guideline of Selecting and Reporting Intraclass Correlation Coefficients for Reliability Research (2016)Improving the Productivity of America's Schools. (1984)The role of deliberate practice in the acquisition of expert performance. (1993)Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Social robots for education: A review (2018)Gamification in theory and action: A survey (2014)Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Student engagement in high school classrooms from the perspective of flow theory. (2003)The Concept of Flow (2014)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)Digital Natives, Digital Immigrants Part 1 (2001)Foundations of Game-Based Learning (2015)
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References

  • 1979Intraclass correlations: Uses in assessing rater reliability.23,882 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 1997Finding flow: the psychology of engagement with everyday life3,522 cited
  • 2003Digital game-based learning3,104 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1984The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring2,729 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2012Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp1,138 cited
  • 2013Psychological Perspectives on Motivation through Gamification380 cited
  • 2013BrainHex: A neurobiological gamer typology survey338 cited
  • 2013Towards personalised, gamified systems187 cited
  • 2014Didactics 2.0: A Pedagogical Analysis of Gamification Theory from a Comparative Perspective with a Special View to the Components of Learning

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  • 2017Adaptation of Gaming Features for Motivating Learners88 cited
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  • 2020To Tailor or Not to Tailor Gamification? An Analysis of the Impact of Tailored Game Elements on Learners’ Behaviours and Motivation82 cited
  • 2020Personalized gamification: A literature review of outcomes, experiments, and approaches73 cited
  • 2020Validation of User Preferences and Effects of Personalized Gamification on Task Performance69 cited
  • 2020Gamification for Recruitment and Job Training: Model, Taxonomy, and Challenges67 cited
  • 2018Toward Personalized Adaptive Gamification: A Machine Learning Model for Predicting Performance60 cited
  • 2020Automatic generation and recommendation of personalized challenges for gamification55 cited
  • 2020Does Tailoring Gamified Educational Systems Matter? The Impact on Students' Flow Experience53 cited
  • 2022The Impact of Game Elements on Learner Motivation: Influence of Initial Motivation and Player Profile48 cited
  • 2024The Effects of Adaptive Gamification in Science Learning: A Comparison Between Traditional Inquiry-Based Learning and Gender Differences45 cited
  • 2020Analysing adaptive gamification design principles for online courses41 cited
  • 2017Educational Gamification Based on Personality41 cited
  • 2018Does Personality Affect Students' Perceived Preferences for Game Elements in Gamified Learning Environments?39 cited
  • 2016Creating Student Interaction Profiles for Adaptive Collaboration Gamification Design38 cited
  • 2019A Systematic Literature Review on Adaptive Gamification: Components, Methods, and Frameworks38 cited