How to cite this paper
Salman, O., Khasawneh, Y., Alqudah, H., Alwaely, S & Khasawneh, M. (2024). Tailoring gamification to individual learners: A study on personalization variables for skill enhancement.International Journal of Data and Network Science, 8(2), 789-796.
Refrences
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Anderson, T., and Dron, J. (2011). Three generations of distance education pedagogy. International Review of Research in Open and Distributed Learning, 12(3), 80-97.
Berg, A. M., Branka, J., and Kismihók, G. (2018a). Combining learning analytics with job market intelligence to support learning at the workplace. Digital Workplace Learning: Bridging Formal and Informal Learning with Digital Technol-ogies, 129-148.
Berg, J., Furrer, M., Harmon, E., Rani, U., & Silberman, M. S. (2018b). Digital labor platforms and the future of work. Towards decent work in the online world. Rapport de l’OIT.
Caponetto, I., Earp, J., & Ott, M. (2014, October). Gamification and education: A literature review. In European Confer-ence on Games Based Learning (Vol. 1, p. 50). Academic Conferences International Limited.
Conejo, G. G., Gasparini, I., & da Silva Hounsell, M. (2019, July). Detailing motivation in a gamification process. In 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) (Vol. 2161, pp. 89-91). IEEE.
Dabbagh, N., & Kitsantas, A. (2012). Personal Learning Environments, social media, and self-regulated learning: A natu-ral formula for connecting formal and informal learning. The Internet and higher education, 15(1), 3-8. https://doi.org/10.1016/j.iheduc.2011.06.002
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428). https://doi.org/10.1145/1979742.1979575
Gay, G. (2002). Preparing for culturally responsive teaching. Journal of teacher education, 53(2), 106-116. https://doi.org/10.1177/0022487102053002003
Hainey, T., Connolly, T. M., Boyle, E. A., Wilson, A., & Razak, A. (2016). A systematic literature review of games-based learning empirical evidence in primary education. Computers and Education, 102, 202-223. https://doi.org/10.1016/j.compedu.2016.09.001
Hamari, J., & Koivisto, J. (2015). Why do people use gamification services? International journal of information man-agement, 35(4), 419-431. https://doi.org/10.1016/j.ijinfomgt.2015.04.006
Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?-A literature review of empirical studies on gamification. In 2014 47th Hawaii International Conference on System Sciences (pp. 3025-3034). Ieee. 10.1109/HICSS.2014.377
Hattie, J., & Timperley, H. (2007). The power of feedback. Review of educational research, 77(1), 81-112.
Kiili, K., Devlin, K., Perttula, A., Tuomi, P., & Lindstedt, A. (2015). Using video games to combine learning and assess-ment in mathematics education. International Journal of Serious Games, 2(4). http://dx.doi.org/10.17083/ijsg.v%vi%i.98
Kizilcec, R. F., Piech, C., & Schneider, E. (2013, April). Deconstructing disengagement: analyzing learner subpopulations in massive open online courses. In Proceedings of the Third International Conference on Learning Analytics and Knowledge (pp. 170-179).
Mekler, E. D., Brühlmann, F., Tuch, A. N., and Opwis, K. (2017). Towards understanding the effects of individual gamifi-cation elements on intrinsic motivation and performance. Computers in human behavior, 71, 525-534. https://doi.org/10.1016/j.chb.2015.08.048
O’Donnell, A. M., & Dansereau, D. F. (1992). Scripted cooperation in student dyads: A method for analyzing and enhanc-ing academic learning and performance. Interaction in cooperative groups: The theoretical anatomy of group learning, 120-141.
Rojas-Drummond, S. (2019). A dialogic approach to understanding and promoting literacy practices in the primary class-room. In The Routledge International Handbook of research on dialogic education (pp. 306-319). Routledge.
Shute, V. J., Jeong, A. C., and Zapata-Rivera, D. (2017). Visualizing the processes of change in learner be-liefs. Technology-enhanced innovative assessment: Development, modeling, and scoring from an interdisciplinary per-spective, 267-297.
Van den Berghe, R., Verhagen, J., Oudgenoeg-Paz, O., Van der Ven, S., and Leseman, P. (2019). Social robots for lan-guage learning: A review. Review of Educational Research, 89(2), 259-295. https://doi.org/10.3102/0034654318821286
Anderson, T., and Dron, J. (2011). Three generations of distance education pedagogy. International Review of Research in Open and Distributed Learning, 12(3), 80-97.
Berg, A. M., Branka, J., and Kismihók, G. (2018a). Combining learning analytics with job market intelligence to support learning at the workplace. Digital Workplace Learning: Bridging Formal and Informal Learning with Digital Technol-ogies, 129-148.
Berg, J., Furrer, M., Harmon, E., Rani, U., & Silberman, M. S. (2018b). Digital labor platforms and the future of work. Towards decent work in the online world. Rapport de l’OIT.
Caponetto, I., Earp, J., & Ott, M. (2014, October). Gamification and education: A literature review. In European Confer-ence on Games Based Learning (Vol. 1, p. 50). Academic Conferences International Limited.
Conejo, G. G., Gasparini, I., & da Silva Hounsell, M. (2019, July). Detailing motivation in a gamification process. In 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) (Vol. 2161, pp. 89-91). IEEE.
Dabbagh, N., & Kitsantas, A. (2012). Personal Learning Environments, social media, and self-regulated learning: A natu-ral formula for connecting formal and informal learning. The Internet and higher education, 15(1), 3-8. https://doi.org/10.1016/j.iheduc.2011.06.002
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428). https://doi.org/10.1145/1979742.1979575
Gay, G. (2002). Preparing for culturally responsive teaching. Journal of teacher education, 53(2), 106-116. https://doi.org/10.1177/0022487102053002003
Hainey, T., Connolly, T. M., Boyle, E. A., Wilson, A., & Razak, A. (2016). A systematic literature review of games-based learning empirical evidence in primary education. Computers and Education, 102, 202-223. https://doi.org/10.1016/j.compedu.2016.09.001
Hamari, J., & Koivisto, J. (2015). Why do people use gamification services? International journal of information man-agement, 35(4), 419-431. https://doi.org/10.1016/j.ijinfomgt.2015.04.006
Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?-A literature review of empirical studies on gamification. In 2014 47th Hawaii International Conference on System Sciences (pp. 3025-3034). Ieee. 10.1109/HICSS.2014.377
Hattie, J., & Timperley, H. (2007). The power of feedback. Review of educational research, 77(1), 81-112.
Kiili, K., Devlin, K., Perttula, A., Tuomi, P., & Lindstedt, A. (2015). Using video games to combine learning and assess-ment in mathematics education. International Journal of Serious Games, 2(4). http://dx.doi.org/10.17083/ijsg.v%vi%i.98
Kizilcec, R. F., Piech, C., & Schneider, E. (2013, April). Deconstructing disengagement: analyzing learner subpopulations in massive open online courses. In Proceedings of the Third International Conference on Learning Analytics and Knowledge (pp. 170-179).
Mekler, E. D., Brühlmann, F., Tuch, A. N., and Opwis, K. (2017). Towards understanding the effects of individual gamifi-cation elements on intrinsic motivation and performance. Computers in human behavior, 71, 525-534. https://doi.org/10.1016/j.chb.2015.08.048
O’Donnell, A. M., & Dansereau, D. F. (1992). Scripted cooperation in student dyads: A method for analyzing and enhanc-ing academic learning and performance. Interaction in cooperative groups: The theoretical anatomy of group learning, 120-141.
Rojas-Drummond, S. (2019). A dialogic approach to understanding and promoting literacy practices in the primary class-room. In The Routledge International Handbook of research on dialogic education (pp. 306-319). Routledge.
Shute, V. J., Jeong, A. C., and Zapata-Rivera, D. (2017). Visualizing the processes of change in learner be-liefs. Technology-enhanced innovative assessment: Development, modeling, and scoring from an interdisciplinary per-spective, 267-297.
Van den Berghe, R., Verhagen, J., Oudgenoeg-Paz, O., Van der Ven, S., and Leseman, P. (2019). Social robots for lan-guage learning: A review. Review of Educational Research, 89(2), 259-295. https://doi.org/10.3102/0034654318821286