Researchers are increasingly interested in using gamification along with Intelligent Tutoring Systems (ITS) to motivate action, promote learning, facilitate problem-solving, and to drive desired learning behaviors. In fact, although the desire of teachers to be active users of gamified ITS, these systems are not personalized according to teachers’ preferences. Several research problems might arise when trying to empower teachers in the design of gamified ITS, for instance, the high complexity and variability of features to manage, the need to consider theories and design practices, and the need of providing simple and usable solutions for them. In this work, we propose a gamified ITS authoring tool that supports authoring (fully or partiall...
Today's learners are digital natives. They grew up with digital technologies. Teachers have to ...
This study delves into the transformative potential of gamification within the realm of education by...
Gamification consists of the use of ludic elements in non-ludic contexts. It is becoming an educatio...
This paper reports on a study investigating teachers’ experiences of using gamification as a teachin...
This work addresses the widening gap between research in intelligent tutoring systems (ITSs) and pra...
Although there is ample evidence that gamification can engage students in learning, it is less used ...
It is still very common that students become disengaged or bored during the learning process by usin...
Gamification allows for the implementation of experiences that simulate the design of (video) games,...
Technology has enhanced the scope and span of the teaching and learning process but somehow it could...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
Gamification, namely applying game-like thinking to non-game applications, has been becoming a commo...
The main goals of Intelligent Tutoring Systems (ITS) are: providing highly developed instructional g...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
The main goals of Intelligent Tutoring Systems (ITS) are: providing highly developed instructional g...
Gamification is often proposed as a solution to motivate students in an educational context. In this...
Today's learners are digital natives. They grew up with digital technologies. Teachers have to ...
This study delves into the transformative potential of gamification within the realm of education by...
Gamification consists of the use of ludic elements in non-ludic contexts. It is becoming an educatio...
This paper reports on a study investigating teachers’ experiences of using gamification as a teachin...
This work addresses the widening gap between research in intelligent tutoring systems (ITSs) and pra...
Although there is ample evidence that gamification can engage students in learning, it is less used ...
It is still very common that students become disengaged or bored during the learning process by usin...
Gamification allows for the implementation of experiences that simulate the design of (video) games,...
Technology has enhanced the scope and span of the teaching and learning process but somehow it could...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
Gamification, namely applying game-like thinking to non-game applications, has been becoming a commo...
The main goals of Intelligent Tutoring Systems (ITS) are: providing highly developed instructional g...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
The main goals of Intelligent Tutoring Systems (ITS) are: providing highly developed instructional g...
Gamification is often proposed as a solution to motivate students in an educational context. In this...
Today's learners are digital natives. They grew up with digital technologies. Teachers have to ...
This study delves into the transformative potential of gamification within the realm of education by...
Gamification consists of the use of ludic elements in non-ludic contexts. It is becoming an educatio...