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Outputs (5)

Gamification towards and alongside equity, diversity and inclusion: Looking back to move forward (2024)
Journal Article
Tomé Klock, A. C., Palomino, P. T., Rodrigues, L. A. L., Toda, A. M., Simanke, S., Spors, V., Santana, B. S., & Hamari, J. (online). Gamification towards and alongside equity, diversity and inclusion: Looking back to move forward. New Media and Society, https://doi.org/10.1177/14614448241254028

Given the urgent need for environments that enable everyone in fulfilling their fullest potential, many new media innovations have focused on equity, diversity and inclusion (EDI) actions. Gamification is one of these innovations, becoming a promisin... Read More about Gamification towards and alongside equity, diversity and inclusion: Looking back to move forward.

Recommender systems for teachers: The relation between social ties and the effectiveness of socially-based features (2023)
Journal Article
Yacobson, E., Toda, A. M., Cristea, A. I., & Alexandron, G. (2024). Recommender systems for teachers: The relation between social ties and the effectiveness of socially-based features. Computers & Education, 210, Article 104960. https://doi.org/10.1016/j.compedu.2023.104960

Open Educational Resources (OER) repositories provide teachers with a wide range of learning resources (LRs), enabling them to design various learning sequences. However, search & select in large OER repositories can be a daunting task for teachers.... Read More about Recommender systems for teachers: The relation between social ties and the effectiveness of socially-based features.

Uncovering associations between users' behaviour and their flow experience (2023)
Journal Article
Oliveira, W., Hamari, J., Ferreira, W., Pastushenko, O., Toda, A., Toledo Palomino, P., & Isotani, S. (2023). Uncovering associations between users' behaviour and their flow experience. Behaviour and Information Technology, 1-20. https://doi.org/10.1080/0144929x.2023.2276822

Flow experience is one of the most ambitious targets of any user interface designer. However, it has remained elusive to evaluate how well user interfaces give rise to flow experience outside conducting invasive self-reporting-based questionnaires, w... Read More about Uncovering associations between users' behaviour and their flow experience.

The engage taxonomy: SDT-based measurable engagement indicators for MOOCs and their evaluation (2023)
Journal Article
Cristea, A. I., Alamri, A., Alshehri, M., Dwan Pereira, F., Toda, A. M., Harada T. de Oliveira, E., & Stewart, C. (2024). The engage taxonomy: SDT-based measurable engagement indicators for MOOCs and their evaluation. User Modeling and User-Adapted Interaction, 34(2), 323-374. https://doi.org/10.1007/s11257-023-09374-x

Massive Online Open Course (MOOC) platforms are considered a distinctive way to deliver a modern educational experience, open to a worldwide public. However, student engagement in MOOCs is a less explored area, although it is known that MOOCs suffer... Read More about The engage taxonomy: SDT-based measurable engagement indicators for MOOCs and their evaluation.

An ontology for modelling user’ profiles and activities in gamified education (2022)
Journal Article
Palomino, P. T., Toda, A. M., Rodrigues, L., Oliveira, W., Nacke, L., & Isotani, S. (2023). An ontology for modelling user’ profiles and activities in gamified education. Research and Practice in Technology Enhanced Learning, 18, Article 018. https://doi.org/10.58459/rptel.2023.18018

Gamification studies in the educational domain usually focus on motivating students to increase their learning performance by enhancing their motivation. Classifications of behavioural profiles are often used for this (referred to as “gamer” or “user... Read More about An ontology for modelling user’ profiles and activities in gamified education.