The effects of personalized gamification on students’ flow experience, motivation, and enjoyment - Oliveira, Wilk; Hamari, Juho; Joaquim, Sivaldo; Toda, Armando M.; Palomino, Paula T.; Vassileva, Julita; Isotani, Seiji (Smart learning environments, 2022)
Keywords: Computers and Education; Cooperative Learning; Customization; Education; Elementary Education; Elementary School Students; Elementary Schools; Experimental study; Flow experience; Game Based Learning; Gamification; Gamified education; Independent Study; Learner Engagement; Learning Motivation; Perception; Personality Traits; Personalized gamification; Students; Taxonomy; User modeling; User modeling; Flow experience; Experimental study; Gamified education; Personalized gamification