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1. How Personalization Affects Motivation in Gamified Review Assessments

5. Sensation in Gamification: A Qualitative Investigation of Background Music in Gamified Learning

8. Composite reliability assessment of systems with grid‐edge renewable resources via quasi‐sequential Monte Carlo and cross‐entropy techniques

9. Tailored Gamification in Education: A Literature Review and Future Agenda

11. CHEMICAL CONSTITUENTS AND EVALUATION OF ANTIPROLIFERATIVE AND ANTI-INFLAMMATORY ACTIVITIES FROM PSYCHOTRIA SCHLECHTENDALIANA (RUBIACEAE)

12. Does gamification affect flow experience? A systematic literature review

14. Subsistence Hunting and Wild Meat Trade in Brazilian Amazonia

15. New Isothermic surfaces in S3

16. ϵ-isothermic surfaces in pseudo-Euclidean 3-space

17. Results from Portugal's 2022 report card on physical activity for children and youth

22. New Flat surfaces in $S^3$

23. Automating Gamification Personalization: To the User and Beyond

24. The Detection of Thoracolumbar Spine Injuries in Horses with Chronic Laminitis Using a Novel Clinical-Assessment Protocol and Ultrasonographic Examination

25. $\epsilon$-isothermic surfaces in pseudo-Euclidean 3-space

26. New Isothermic surfaces

27. Automating Gamification Personalization to the User and Beyond

28. Planning Gamification Strategies Based on User Characteristics and DM: A Gender-Based Case Study

30. Revealing the Hidden Patterns: A Comparative Study on Profiling Subpopulations of MOOC Students

31. Analysing gamification elements in educational environments using an existing Gamification taxonomy

32. Social Engagement versus Learning Engagement -- An Exploratory Study of FutureLearn Learners

33. Exploring Navigation Styles in a FutureLearn MOOC

34. Social Interactions Clustering MOOC Students: An Exploratory Study

35. Factors associated with mortality among hospitalized patients with COVID-19 disease treated with convalescent plasma

38. Gamification Suffers from the Novelty Effect but Benefits from the Familiarization Effect: Findings from a Longitudinal Study

39. The Effects of Personalized Gamification on Students' Flow Experience, Motivation, and Enjoyment

44. Planning Gamification Strategies based on User Characteristics and DM: A Gender-based Case Study

48. Assisting Teachers in Finding Online Learning Resources: The Value of Social Recommendations

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