Assessing the Relevance of Developing a Gamified Digital Platform to Promote Extracurricular Activities and Users' Sense of Belonging in K-12 Schools.
Carlos SantosAna Raquel CarvalhoLuís PedroLaura FerreiraPublished in: ICALT (2023)
Keyphrases
- daily life
- digital information
- end users
- relevance ranking
- mobile applications
- user interface
- relevance feedback
- user activities
- information sources
- user interaction
- recommender systems
- immersive environments
- user communities
- activity recognition
- collaborative filtering
- social media
- user feedback
- implicit feedback
- human activities
- daily activities
- web interface
- user profiles
- explicit feedback