Affective effects of gamification: using biosignals to measure the effects on working and learning users.
Oliver KornAdrian ReesPublished in: PETRA (2019)
Keyphrases
- computer based instruction
- learning process
- user experience
- learning algorithm
- learning systems
- information retrieval
- end users
- supervised learning
- learning scenarios
- learning tasks
- meta cognitive
- positive effects
- elementary school
- individual differences
- serious games
- knowledge acquisition
- distance measure
- semi supervised
- active learning
- prior knowledge
- user interface
- reinforcement learning
- similarity measure