Gameful approaches (e.g., gamification, games, and alternate reality games) have been widely used in education in recent years. However, the results are still contradictory and generated different challenges. One of the main challenges is to understand how different individual aspects affect the users' experience in gameful educational systems. To face this challenge, in this paper, we present a study ( N=205 ) analyzing the effects of demographic aspects (i.e., age, gender, and cultural orientation) on users' flow experience (i.e., challenge-skill balance, action-awareness merging, clear goals, unambiguous feedback, concentration, sense of control, loss of self-consciousness, transformation of time, and autotelic experience) during the use...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
During the past years, gamification has become an influential trend in technology and the promises a...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
While many studies have reported the effectiveness of gamification in motivating students and making...
Gamification has become an influential term in diverse fields ranging from education to systems deve...
Gamification refers to the attempt to transform different kinds of systems to be able to better invo...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
The gamification process is gaining increasing interest in many different environments such as educa...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
Recent research has shown that using gamification can prone to impact negatively on the motivation o...
Games have been successfully used in educational settings for many years. Still, it is not known in ...
International audienceThe gamification approach is often used in educational settings, with widely v...
In recent years, studies in different areas have used gamification to improve users' flow experience...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
During the past years, gamification has become an influential trend in technology and the promises a...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
While many studies have reported the effectiveness of gamification in motivating students and making...
Gamification has become an influential term in diverse fields ranging from education to systems deve...
Gamification refers to the attempt to transform different kinds of systems to be able to better invo...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
The gamification process is gaining increasing interest in many different environments such as educa...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
Recent research has shown that using gamification can prone to impact negatively on the motivation o...
Games have been successfully used in educational settings for many years. Still, it is not known in ...
International audienceThe gamification approach is often used in educational settings, with widely v...
In recent years, studies in different areas have used gamification to improve users' flow experience...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
During the past years, gamification has become an influential trend in technology and the promises a...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...