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pro vyhledávání: '"Toda, Armando M."'
Autor:
Oliveira, Wilk, Pastushenko, Olena, Rodrigues, Luiz, Toda, Armando M., Palomino, Paula T., Hamari, Juho, Isotani, Seiji
Publikováno v:
2021 Proceedings of the 5th International GamiFIN Conference
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 secondary studies (e.g., systematic literature reviews) in this field, it
Externí odkaz:
http://arxiv.org/abs/2106.09942
Autor:
Rodrigues, Luiz, Toda, Armando M., Oliveira, Wilk, Palomino, Paula T., Vassileva, Julita, Isotani, Seiji
Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity to be done
Externí odkaz:
http://arxiv.org/abs/2101.05718
Massive Open Online Courses (MOOCs) exhibit a remarkable heterogeneity of students. The advent of complex "big data" from MOOC platforms is a challenging yet rewarding opportunity to deeply understand how students are engaged in MOOCs. Past research,
Externí odkaz:
http://arxiv.org/abs/2008.05850
Autor:
Toda, Armando M., Klock, Ana C. T., Oliveira, Wilk, Palomino, Paula T., Rodrigues, Luiz, Shi, Lei, Bittencourt, Ig, Gasparini, Isabela, Isotani, Seiji, Cristea, Alexandra I.
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 formal definitions to support the design and analysis of gamified str
Externí odkaz:
http://arxiv.org/abs/2008.05473
Massive Open Online Courses (MOOCs) continue to see increasing enrolment, but only a small percent of enrolees completes the MOOCs. Whilst a lot of research has focused on predicting completion, there is little research analysing the ostensible contr
Externí odkaz:
http://arxiv.org/abs/2008.04811
This paper presents for the first time a detailed analysis of fine-grained navigation style identification in MOOCs backed by a large number of active learners. The result shows 1) whilst the sequential style is clearly in evidence, the global style
Externí odkaz:
http://arxiv.org/abs/2008.04373
An exploratory study on social interactions of MOOC students in FutureLearn was conducted, to answer "how can we cluster students based on their social interactions?" Comments were categorized based on how students interacted with them, e.g., how a s
Externí odkaz:
http://arxiv.org/abs/2008.03982
Autor:
Palomino, Paula T., Rodrigues, Luiz, Luz, Alessandra, Toda, Armando M., Nacke, Lennart, Isotani, Seiji
Publikováno v:
In Entertainment Computing August 2023 47
Autor:
Toda, Armando M., Oliveira, Wilk, Shi, Lei, Bittencourt, Ig Ibert, Isotani, Seiji, Cristea, Alexandra
Publikováno v:
Proceedings of the Educational Data Mining 2019 conference
Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to gamify a certain educational task. Instead, most provide a "one-size-fit
Externí odkaz:
http://arxiv.org/abs/1905.09146
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