Research on tailored gamification has shifted from analysing single students' characteristics (e.g. gender or behavioural profiles) to multiple characteristics and how they are influenced by gamification (e.g. context and system log usage). Yet, few studies have been conducted that are concerned with culture, which influences many of the students' characteristics and, consequently, their learning performance. In order to provide a better gamified experience, it is important to understand culture and how it impacts on students' perceived importance of gamification elements, so these elements can be adapted to specific cultures. To this end, we conducted an exploratory study using Association Rule Mining to explore how the cultural landscape...
Gamified learning aims to motivate students using game elements. Although gamification can enhance s...
In the last few years, gamification studies have increased in the field of education and digital tec...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
The potential of gamification to improve users' motivation and engagement influenced many researcher...
Gamification design in educational environments is not trivial and many variables need to be conside...
Students’ motivation is one of the most relevant factors when improving the quality of the learning ...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
This master’s thesis aims at studying how information system users from different cultural backgroun...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gameful approaches (e.g., gamification, games, and alternate reality games) have been widely used in...
Gamification techniques such as badges, levels, roles, are widely adopted in information systems (IS...
While game-based learning (GBL) environments have been shown to facilitate learning, in culturally d...
In this study, we investigate how users’ general gaming preferences (i.e. on dimensions of achieveme...
Engagement and motivation in the workplace have always been major elements at stake, and among other...
While many studies have reported the effectiveness of gamification in motivating students and making...
Gamified learning aims to motivate students using game elements. Although gamification can enhance s...
In the last few years, gamification studies have increased in the field of education and digital tec...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
The potential of gamification to improve users' motivation and engagement influenced many researcher...
Gamification design in educational environments is not trivial and many variables need to be conside...
Students’ motivation is one of the most relevant factors when improving the quality of the learning ...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
This master’s thesis aims at studying how information system users from different cultural backgroun...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gameful approaches (e.g., gamification, games, and alternate reality games) have been widely used in...
Gamification techniques such as badges, levels, roles, are widely adopted in information systems (IS...
While game-based learning (GBL) environments have been shown to facilitate learning, in culturally d...
In this study, we investigate how users’ general gaming preferences (i.e. on dimensions of achieveme...
Engagement and motivation in the workplace have always been major elements at stake, and among other...
While many studies have reported the effectiveness of gamification in motivating students and making...
Gamified learning aims to motivate students using game elements. Although gamification can enhance s...
In the last few years, gamification studies have increased in the field of education and digital tec...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...