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Barata, Gabriel; Gama, Sandra; Jorge, Joaquim; Gonçalves, Daniel – IEEE Transactions on Learning Technologies, 2016
State of the art research shows that gamified learning can be used to engage students and help them perform better. However, most studies use a one-size-fits-all approach to gamification, where individual differences and needs are ignored. In a previous study, we identified four types of students attending a gamified college course, characterized…
Descriptors: Prediction, Performance, Profiles, Games
Rentroia-Bonito, Maria Alexandra; Gonçalves, Daniel; Jorge, Joaquim A. – International Journal of Mobile and Blended Learning, 2015
Technological advances during the last decade have provided huge possibilities to support e-learning. However, there are still concerns regarding Return-on-Investment (ROI) of e-learning, its sustainability within organizational boundaries and effectiveness across potential learner groups. Much previous research has concentrated on learners'…
Descriptors: Blended Learning, Learning Motivation, Cluster Grouping, Courseware
Barata, Gabriel; Gama, Sandra; Jorge, Joaquim; Gonçalves, Daniel – International Journal of Game-Based Learning, 2014
Gamification of education is a recent trend, and early experiments showed promising results. Students seem not only to perform better, but also to participate more and to feel more engaged with gamified learning. However, little is known regarding how different students are affected by gamification and how their learning experience may vary. In…
Descriptors: Educational Games, Learning Experience, College Students, Learning Strategies