Tailored gamification in education: A literature review and future agenda

W Oliveira, J Hamari, L Shi, AM Toda… - Education and …, 2023 - Springer
Gamification has been widely used to design better educational systems aiming to increase
students' concentration, motivation, engagement, flow experience, and others positive …

Does gamification affect flow experience? A systematic literature review

W Oliveira, O Pastushenko, L Rodrigues… - arXiv preprint arXiv …, 2021 - arxiv.org
In recent years, studies in different areas have used gamification to improve users' flow
experience. However, due to the high variety of the conducted studies and the lack of …

The effects of personalized gamification on students' flow experience, motivation, and enjoyment

W Oliveira, J Hamari, S Joaquim, AM Toda… - Smart Learning …, 2022 - Springer
Gamification refers to the attempt to transform different kinds of systems to be able to better
invoke positive experiences such as the flow state. However, the ability of such intervention …

Positive artificial intelligence in education (P-AIED): A roadmap

II Bittencourt, G Chalco, J Santos, S Fernandes… - International Journal of …, 2024 - Springer
The unprecedented global movement of school education to find technological and
intelligent solutions to keep the learning ecosystem working was not enough to recover the …

Exploring “Flow” in young Chinese EFL learners' online English learning activities

H Liu, X Song - System, 2021 - Elsevier
Flow has been widely researched in the fields of psychology, educational psychology and
so on ever since it was first proposed by Csikszentmihalyi (1975), and in recent years it has …

A study of factors influencing Chinese college students' intention of using metaverse technology for basketball learning: Extending the technology acceptance model

L Ren, F Yang, C Gu, J Sun, Y Liu - Frontiers in Psychology, 2022 - frontiersin.org
Introduction Based on the expansion of flow constructs based on the TAM model, this study
assesses the impact of metaverse technology in college basketball courses. Methods We …

The role of e-engagement and flow on the continuance with a learning management system in a blended learning environment

TT Goh, B Yang - International Journal of Educational Technology in …, 2021 - Springer
E-learning systems are widely deployed in higher education institutions but sustaining
students' continued use of e-learning systems remains challenging. This study investigated …

Drivers of teachers' intentions to use mobile applications to teach science

H Ateş, J Garzón - Education and Information Technologies, 2022 - Springer
Using mobile applications in science education has proven to be effective as it adds multiple
benefits including learning gains, motivation to learn, and collaborative learning. However …

[PDF][PDF] Does Tailoring Gamified Educational Systems Matter? The Impact on Students' Flow Experience.

W Oliveira, AM Toda, PT Palomino, L Shi, J Vassileva… - HICSS, 2020 - academia.edu
Recent research has shown that using gamification can prone to impact negatively on the
motivation of students in educational systems. One of the reasons is that people are …

A mobile learning framework for higher education in resource constrained environments

S Okai-Ugbaje, K Ardzejewska, A Imran - Education and Information …, 2022 - Springer
It is well documented that learning oppourtunities afforded by mobile technology (m-
learning) holds great potential to enhance technology-enhanced learning in countries and …