Adaptive gamification in Collaborative systems, a systematic mapping study
暂无分享,去创建一个
[1] Ralf Steinmetz,et al. Generating Multiplayer Games for Interaction Learning using Game Design Patterns , 2016 .
[2] Marios C. Angelides,et al. Lu-Lu: A framework for collaborative decision making games , 2016, Decis. Support Syst..
[3] Marco Granato,et al. A process for designing algorithm-based personalized gamification , 2018, Multimedia Tools and Applications.
[4] Christopher Cunningham,et al. Gamification by Design - Implementing Game Mechanics in Web and Mobile Apps , 2011 .
[5] Ivica Boticki,et al. Examining competitive, collaborative and adaptive gamification in young learners' math learning , 2018, Comput. Educ..
[6] David R. Michael,et al. Serious Games: Games That Educate, Train, and Inform , 2005 .
[7] Rita Orji,et al. Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types , 2018, CHI.
[8] Galia Angelova,et al. Gamification in Education: A Systematic Mapping Study , 2015, J. Educ. Technol. Soc..
[9] Kai Petersen,et al. Guidelines for conducting systematic mapping studies in software engineering: An update , 2015, Inf. Softw. Technol..
[10] Aelita Skaržauskienė,et al. Defining social technologies: evaluation of social collaboration tools and technologies , 2013 .
[11] Gert-Jan de Vreede,et al. Conceptual Foundations of Crowdsourcing: A Review of IS Research , 2013, 2013 46th Hawaii International Conference on System Sciences.
[12] Kenneth O. Stanley,et al. Automatic Content Generation in the Galactic Arms Race Video Game , 2009, IEEE Transactions on Computational Intelligence and AI in Games.
[13] Darryl Charles,et al. Player-Centred Game Design : Player Modelling and Adaptive Digital Games , 2005 .
[14] Viktor Wendel,et al. Personalization and Adaptation , 2016, Serious Games.
[15] Hans van der Meij,et al. Does individual or collaborative self-debriefing better enhance learning from games? , 2013, Comput. Hum. Behav..
[16] Mario Piattini,et al. Gamification in software engineering - A systematic mapping , 2015, Inf. Softw. Technol..
[17] Elena Paslaru Bontas Simperl,et al. Improving Paid Microtasks through Gamification and Adaptive Furtherance Incentives , 2015, WWW.
[18] Marco Granato,et al. Profile-Based Algorithm for Personalized Gamification in Computer-Supported Collaborative Learning Environments , 2017, GHITALY@CHItaly.
[19] Thrasyvoulos Tsiatsos,et al. Agent Supported Serious Game Environment , 2016, IEEE Transactions on Learning Technologies.
[20] Omar AZOUZ,et al. Gamification design frameworks: a systematic mapping study , 2018, 2018 6th International Conference on Multimedia Computing and Systems (ICMCS).
[21] Bieke Zaman,et al. Why Gamification Fails in Education and How to Make It Successful: Introducing Nine Gamification Heuristics Based on Self-Determination Theory , 2017, Serious Games and Edutainment Applications.
[22] Isabela Gasparini,et al. Gamification in e-Learning Systems: A Conceptual Model to Engage Students and Its Application in an Adaptive e-Learning System , 2015, HCI.
[23] Sébastien Fournier,et al. A MultiAgent Architecture for Collaborative Serious Game applied to Crisis Management Training: Improving Adaptability of Non Player Characters , 2014, EAI Endorsed Trans. Serious Games.
[24] Tereza Iofciu,et al. Finding Communities of Practice from User Profiles Based on Folksonomies , 2006, EC-TEL Workshops.
[25] Yelena McLane. User Types , 2022, Homelessness and the Built Environment.
[26] Heinz Ulrich Hoppe,et al. Training Conflict Management in a Collaborative Virtual Environment , 2012, CRIWG.
[27] Seiji Isotani,et al. A systematic mapping on gamification applied to education , 2014, SAC.
[28] Marios C. Angelides,et al. Reflective agents for personalisation in collaborative games , 2018, Artificial Intelligence Review.
[29] Riichiro Mizoguchi,et al. Gamification of Collaborative Learning Scenarios: Structuring Persuasive Strategies Using Game Elements and Ontologies , 2015, SOCIALEDU.
[30] Rosa M. Carro,et al. The squares: A multi-touch adaptive game for children integration , 2015, 2015 International Symposium on Computers in Education (SIIE).
[31] From stars to cells – harnessing the power of the crowd for research , 2017 .
[32] Christina M. Steiner,et al. Non-invasive Assessment and Adaptive Interventions in Learning Games , 2009, 2009 International Conference on Intelligent Networking and Collaborative Systems.
[33] Anna Lisa Martin-Niedecken. Plunder Planet: An Adaptive Single- and Multiplayer Fitness Game Environment for Children and Young Adolescents , 2018, CHI Extended Abstracts.
[34] Hong Yu,et al. A sequential recommendation approach for interactive personalized story generation , 2012, AAMAS.
[35] Carina S. González-González,et al. Gamification of cognitive training: a crowdsourcing-inspired approach for older adults , 2016, Interacción.
[36] Ratsameetip Wita,et al. A Semantic Graph-Based Japanese Vocabulary Learning Game , 2018, ICWL.
[37] Patricia Paderewski,et al. Architecture for Monitoring Learning Processes Using Video Games , 2013, LION.
[38] Tamer E. El-Diraby,et al. Game-based crowdsourcing to support collaborative customization of the definition of sustainability , 2018, Adv. Eng. Informatics.
[39] Roel Wieringa,et al. Requirements engineering paper classification and evaluation criteria: a proposal and a discussion , 2005, Requirements Engineering.
[40] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[41] Adrien Treuille,et al. Predicting protein structures with a multiplayer online game , 2010, Nature.
[42] Yu-Hao Lee,et al. Impacts of Forced Serious Game Play on Vulnerable Subgroups , 2011, Int. J. Gaming Comput. Mediat. Simulations.
[43] Alexander Maedche,et al. Gamified crowdsourcing: Conceptualization, literature review, and future agenda , 2017, Int. J. Hum. Comput. Stud..
[44] Michael Amberg,et al. A Descriptive Literature Review and Classification Framework for Gamification in Information Systems , 2015, ECIS.
[45] Juho Hamari,et al. Gamification of education and learning: A review of empirical literature , 2018, GamiFIN.
[46] Muhammad Shoaib,et al. An Adaptive Feedback System to Improve Student Performance Based on Collaborative Behavior , 2019, IEEE Access.