Towards an effective methodology for the integral gamification of classes
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Publisher
Springer Science and Business Media LLC
Link
https://link.springer.com/content/pdf/10.1007/s11042-024-19846-w.pdf
Reference108 articles.
1. Adnan Ahmad, Furkh Zeshan, Muhammad Salman Khan, Rutab Marriam, Amjad Ali, and Alia Samreen (2020) The Impact of Gamification on Learning Outcomes of Computer Science Majors. ACM Trans Comput Educ. 20, 2, Article 16 (June 2020):25. https://doi.org/10.1145/3383456
2. Judd Antin and Aaron Shaw (2012) Social Desirability Bias and Self-Reports of Motivation: A Study of Amazon Mechanical Turk in the US and India. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI’12), May 2012, Austin, Texas, 2925–2934. https://doi.org/10.1145/2207676.2208699
3. AprendeINTEF (2018) Gamificación en el Aula - 2da Edición. Gobierno de España. Last visit: March 15, 2022. [Online] http://enlinea.intef.es/courses/v1:MOOCINTEF+GamificaMooc+2018_ED2/about
4. Gabriel Barata, Sandra Gama, Manuel J. Fonseca, and Daniel Gonçalves (2013) Improving student creativity with gamification and virtual worlds. In Proceedings of the First International Conference on Gameful Design, Research, and Applications (Gamification’13). https://doi.org/10.1145/2583008.2583023
5. Gabriel Barata, Sandra Gama, Joaquim Jorge, and Daniel Gonçalves (2013) Improving participation and learning with gamification. In Proceedings of the First International Conference on Gameful Design, Research, and Applications (Gamification'13). https://doi.org/10.1145/2583008.2583010
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