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Oliveira, Wilk; Hamari, Juho; Shi, Lei; Toda, Armando M.; Rodrigues, Luiz; Palomino, Paula T.; Isotani, Seiji – Education and Information Technologies, 2023
Gamification has been widely used to design better educational systems aiming to increase students' concentration, motivation, engagement, flow experience, and others positive experiences. With advances in research on gamification in education, over the past few years, many studies have highlighted the need to tailor the gamification design…
Descriptors: Gamification, Game Based Learning, Educational Games, Learner Engagement
Oliveira, Wilk; Hamari, Juho; Joaquim, Sivaldo; Toda, Armando M.; Palomino, Paula T.; Vassileva, Julita; Isotani, Seiji – Smart Learning Environments, 2022
Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user's traits. Currently, there is a dearth of research on the…
Descriptors: Game Based Learning, Learner Engagement, Learning Motivation, Personality Traits
Toda, Armando M.; Palomino, Paula T.; Oliveira, Wilk; Rodrigues, Luiz; Klock, Ana C. T.; Gasparini, Isabela; Cristea, Alexandra I.; Isotani, Seiji – Educational Technology & Society, 2019
One of the main goals of gamification in educational settings is to increase student motivation and engagement. To facilitate the design of gamified educational systems, in recent years, studies have proposed various approaches (e.g., methodologies, frameworks and models). One of the main problems, however, is that most of these approaches are…
Descriptors: Educational Games, Game Based Learning, Design, Taxonomy
Rodrigues, Luiz; Pereira, Filipe D.; Toda, Armando M.; Palomino, Paula T.; Pessoa, Marcela; Carvalho, Leandro Silva Galvão; Fernandes, David; Oliveira, Elaine H. T.; Cristea, Alexandra I.; Isotani, Seiji – International Journal of Educational Technology in Higher Education, 2022
There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competition have been recently recommended. Additionally, to the best of our knowledge, no long-term…
Descriptors: Game Based Learning, Novelty (Stimulus Dimension), Familiarity, Learning Processes

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