The Effects of Gamification on Learners’ Engagement According to Their Gamification User Types
Open accessAbstract
Personalization of gameful environments, such as game-based and gamified learning environments, has garnered significant attention in contemporary discourse. However, the outcomes remain inconsistent, with positive, negative, or no effects. At the same time, most research has been limited to using traditional gamification strategies (e.g., those involving points, badges, and leaderboards). To tackle this issue, we examined how ecological gamification (i.e., a gamification design strategy based on the gamification elements chance, imposed choice, economy, rarity, and time pressure) influences students’ sense of engagement (i.e., focused attention, perceived usability, aesthetic appeal, and reward), according to their gamification profiles (i.e., Philanthropist, Socializer, Free-spirit, Achiever, Player, and Disruptor). A quasi-experimental investigation was conducted with 104 participants interacting with a gamified learning management system. Data were examined via partial least squares structural equation modeling. Our findings were twofold, revealing that (1) ecological gamification had a significant impact on Disruptors’ perception of usability and (2) on the Players’ feelings of being rewarded. The study highlights the importance of aligning gamification design with user types to maximize its effectiveness, providing insights into how ecologically designed gamification can personalize gamified educational platforms, optimizing usability and engagement.
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Engagement is often assessed through non-standardized indicators such as points, leaderboards, or task completion, which may not capture its full complexity.
“Despite the growing use of gamification in educational contexts, engagement is often assessed through non-standardized indicators such as points, leaderboards, or task completion, which may not capture its full complexity (e.g., dos Santos et al., 2025;Khaleel et al., 2020;Zeybek & Saygi, 2023).”
From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as dos Santos et al., 2025
Section 4.4 says the study measured only some dimensions of engagement and recommends additional dimensions and qualitative data for a more comprehensive understanding. But Section 3.1 says it assessed engagement with the User Engagement Scale; the paper discusses points and leaderboards as gamification elements, not as non-standardized engagement indicators, and does not establish that engagement is often assessed through them. The supplied copy gives no page numbers. (LLM, conf=0.82)
Experimental — accuracy not yet measured
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Cites
Evaluating structural equation models with unobservable variables and measurement error
Fornell, C., & Larcker, D. F. (1981) · Journal of Marketing Research · doi:10.1177/002224378101800104 · Cited by 109,190 · see citing works
Statistical Power Analysis for the Behavioral Sciences
Muller, K. E., & Cohen, J. (1989) · Technometrics · doi:10.2307/1270020 · Cited by 99,588 · see citing works
Principles and Practice of Structural Equation Modeling
Tabri, N., & Elliott, C. M. (2012) · Canadian Graduate Journal of Sociology and Criminology · doi:10.15353/cgjsc.v1i1.3787 · Cited by 39,065 · see citing works
Statistical Power Analysis for the Behavioral Sciences (2nd ed.).
Lachenbruch, P. A., & Cohen, J. (1989) · Journal of the American Statistical Association · doi:10.2307/2290095 · Cited by 37,385 · see citing works
(1998) · Cited by 36,049 · see citing works
Convergent and discriminant validation by the multitrait-multimethod matrix.
Campbell, D. T., & Fiske, D. W. (1959) · Psychological Bulletin · doi:10.1037/h0046016 · Cited by 17,116 · see citing works
Partial Least Squares Structural Equation Modeling (PLS-SEM) Using R: A Workbook
Hair, J. F., Hult, G. T. M., Ringle, C. M., Sarstedt, M., Danks, N. P., & Ray, S. (2021) · Classroom Companion: Business · doi:10.1007/978-3-030-80519-7 · Cited by 10,343 · cited 2× · see citing works
“…PLS-SEM provides a kind of analysis that works in the same way regardless of the distribution of the data, eliminating the need for normality tests (Hair et al., 2021b), we started analyzing the Composite Reliability (CR) to assess the internal consistency of the items used to measure the latent…”
(1932) · Medical Entomology and Zoology · Cited by 9,568 · see citing works
Self-determination theory: A macrotheory of human motivation, development, and health
Deci, E. L., & Ryan, R. M. (2008) · Canadian Psychology / Psychologie canadienne · doi:10.1037/a0012801 · Cited by 6,664 · see citing works
Hair, J., & Alamer, A. (2022) · Research Methods in Applied Linguistics · doi:10.1016/j.rmal.2022.100027 · Cited by 2,833 · see citing works
Advanced Issues in Partial Least Squares Structural Equation Modeling
Hair, J. F., Sarstedt, M., Ringle, C. M., & Gudergan, S. P. (2017) · Cited by 2,503 · see citing works
Partial Least Squares Structural Equation Modeling (PLS-SEM) Techniques Using SmartPLS
Wong, K. K.-K. (2013) · Cited by 2,279 · see citing works
The Rise of Motivational Information Systems: A Review of Gamification Research
Koivisto, J., & Hamari, J. (2017) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2018.10.013 · Cited by 1,944 · see citing works
Self-citationHanus, M. D., & Fox, J. (2015) · Computers & Education · doi:10.1016/j.compedu.2014.08.019 · Cited by 1,918 · see citing works
Lower bounds on sample size in structural equation modeling
Christopher Westland, J. (2010) · Electronic Commerce Research and Applications · doi:10.1016/j.elerap.2010.07.003 · Cited by 1,846 · see citing works
An Introduction to Structural Equation Modeling
Hair, J. F., Hult, G. T. M., Ringle, C. M., Sarstedt, M., Danks, N. P., & Ray, S. (2021) · Classroom companion: business · doi:10.1007/978-3-030-80519-7_1 · Cited by 1,682 · see citing works
Gamification for health and wellbeing: A systematic review of the literature
Johnson, D., Deterding, S., Kuhn, K.-A., Staneva, A., Stoyanov, S., & Hides, L. (2016) · Internet Interventions · doi:10.1016/j.invent.2016.10.002 · Cited by 1,237 · see citing works
O’Brien, H. L., Cairns, P., & Hall, M. (2018) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2018.01.004 · Cited by 1,014 · see citing works
Bai, S., Hew, K. F., & Huang, B. (2020) · Educational Research Review · doi:10.1016/j.edurev.2020.100322 · Cited by 689 · see citing works
Gamification User Types Hexad Scale
Tondello, G. F., Wehbe, R. R., Diamond, L. M., Busch, M., Marczewski, A., & Nacke, L. E. (2016) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1037/t9999-98544-000 · Cited by 616 · see citing works
Tailored gamification: A review of literature
Klock, A. C. T., Gasparini, I., Pimenta, M. S., & Hamari, J. (2020) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2020.102495 · Cited by 409 · see citing works
Self-citationAre Attention Check Questions a Threat to Scale Validity?
Kung, F. Y. H., Kwok, N., & Brown, D. J. (2017) · Applied Psychology · doi:10.1111/apps.12108 · Cited by 392 · see citing works
Legaki, N.-Z., Xi, N., Hamari, J., Karpouzis, K. C., & Assimakopoulos, V. (2020) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2020.102496 · Cited by 385 · see citing works
Self-citationTailored gamification in education: A literature review and future agenda
Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Rodrigues, L., Palomino, P. T., & Isotani, S. (2023) · Education and Information Technologies · doi:10.1007/s10639-022-11122-4 · Cited by 341 · see citing works
Self-citationAnalysing gamification elements in educational environments using an existing Gamification taxonomy
Toda, A. M., Klock, A. C. T., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., Bittencourt, I., Gasparini, I., Isotani, S., & Cristea, A. I. (2019) · Smart Learning Environments · doi:10.1186/s40561-019-0106-1 · Cited by 320 · see citing works
Self-citationThe Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education
Toda, A. M., Valle, P. H. D., & Isotani, S. (2018) · Communications in computer and information science · doi:10.1007/978-3-319-97934-2_9 · Cited by 305 · see citing works
Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types
Orji, R., Tondello, G. F., & Nacke, L. E. (2018) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3173574.3174009 · Cited by 230 · see citing works
Adaptive gamification in E‐learning: A literature review and future challenges
Bennani, S., Maalel, A., & Ghézala, H. B. (2021) · Computer Applications in Engineering Education · doi:10.1002/cae.22477 · Cited by 198 · see citing works
Using gamification to support learning in K‐12 education: A systematic literature review
Dehghanzadeh, H., Farrokhnia, M., Dehghanzadeh, H., Taghipour, K., & Noroozi, O. (2023) · British Journal of Educational Technology · doi:10.1111/bjet.13335 · Cited by 193 · see citing works
Empirical validation of the Gamification User Types Hexad scale in English and Spanish
Tondello, G. F., Mora, A., Marczewski, A., & Nacke, L. E. (2019) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2018.10.002 · Cited by 185 · cited 5× · see citing works
“…motivated by a desire for novelty and unpredictability in their gaming experiences, Disruptors feel more comfortable and engaged in systems that offer constant challenges and unexpected outcomes, which enhances their perception of usability (Tondello et al., 2016, 2019; Santos et al., 2021).”
InfluentialAdaptive Gamification in Education: A Literature Review of Current Trends and Developments
Hallifax, S., Serna, A., Marty, J.-C., & Lavoué, É. (2019) · Lecture notes in computer science · doi:10.1007/978-3-030-29736-7_22 · Cited by 176 · see citing works
Gamification in Education: Why, Where, When, and How?—A Systematic Review
Zeybek, N., & Saygı, E. (2024) · Games and Culture · doi:10.1177/15554120231158625 · Cited by 172 · see citing works
Hamari, J. (2019) · Wiley eBooks · doi:10.1002/9781405165518.wbeos1321 · Cited by 146 · see citing works
Self-citationFactors to Consider for Tailored Gamification
Hallifax, S., Serna, A., Marty, J.-C., Lavoué, G., & Lavoué, É. (2019) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3311350.3347167 · Cited by 143 · see citing works
The effects of personalized gamification on students’ flow experience, motivation, and enjoyment
Oliveira, W., Hamari, J., Joaquim, S., Toda, A. M., Palomino, P. T., Vassileva, J., & Isotani, S. (2022) · Smart Learning Environments · doi:10.1186/s40561-022-00194-x · Cited by 143 · see citing works
Self-citationA Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation
Toda, A. M., Cristea, A. I., Oliveira, W., Klock, A. C. T., Palomino, P. T., Pimenta, M. S., Gasparini, I., Shi, L., Bittencourt, I. I., & Isotani, S. (2019) · IEEE International Conference on Advanced Learning Technologies (ICALT) · doi:10.1109/icalt.2019.00028 · Cited by 139 · see citing works
Self-citationAlmeida, C., Kalinowski, M., Uchôa, A., & Feijó, B. (2022) · Information and Software Technology · doi:10.1016/j.infsof.2022.107142 · Cited by 131 · see citing works
The relationship between user types and gamification designs
Santos, A. C. G., Oliveira, W., Hamari, J., Rodrigues, L., Toda, A. M., Palomino, P. T., & Isotani, S. (2021) · User Modeling and User-Adapted Interaction · doi:10.1007/s11257-021-09300-z · Cited by 102 · see citing works
Self-citationA framework for gamification in the metaverse era: How designers envision gameful experience
Thomas, N. J., Baral, R., Crocco, O. S., & Mohanan, S. (2023) · Technological Forecasting and Social Change · doi:10.1016/j.techfore.2023.122544 · Cited by 91 · see citing works
Hallifax, S., Lavoué, É., & Serna, A. (2020) · Lecture notes in computer science · doi:10.1007/978-3-030-52237-7_18 · Cited by 82 · see citing works
Personalized gamification: A literature review of outcomes, experiments, and approaches
Rodrigues, L., Toda, A. M., Palomino, P. T., Oliveira, W., & Isotani, S. (2020) · Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21) · doi:10.1145/3434780.3436665 · Cited by 73 · see citing works
Self-citationKwon, H. Y., & Özpolat, K. (2020) · INFORMS Transactions on Education · doi:10.1287/ited.2019.0227 · Cited by 71 · see citing works
Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review
Al-Hafdi, F. S., & Alhalafawy, W. S. (2024) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v18i07.45335 · Cited by 69 · see citing works
Xiao, Y., & Hew, K. F. (2024) · Learning and Individual Differences · doi:10.1016/j.lindif.2024.102470 · Cited by 66 · see citing works
Personalization Improves Gamification
Rodrigues, L., Palomino, P. T., Toda, A. M., Klock, A. C. T., Oliveira, W., Avila-Santos, A. P., Gasparini, I., & Isotani, S. (2021) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3474714 · Cited by 65 · see citing works
Self-citationAdaptive gamification in Collaborative systems, a systematic mapping study
Ayastuy, M. D., Torres, D., & Fernández, A. (2020) · Computer Science Review · doi:10.1016/j.cosrev.2020.100333 · Cited by 58 · see citing works
Does Tailoring Gamified Educational Systems Matter? The Impact on Students' Flow Experience
Oliveira, W., Toda, A. M., Toledo, P., Shi, L., Vassileva, J., Bittencourt, I. I., & Isotani, S. (2020) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2020.152 · Cited by 53 · see citing works
Self-citationTailored Gamification to Educational Technologies
Oliveira, W., & Bittencourt, I. I. (2019) · Springer eBooks · doi:10.1007/978-981-32-9812-5 · Cited by 51 · see citing works
Self-citationDenden, M., Tlili, A., Chen, N., Abed, M., Jemni, M., & Essalmi, F. (2022) · Interactive Learning Environments · doi:10.1080/10494820.2022.2098777 · Cited by 39 · see citing works
Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese
Santos, A. C. G., Oliveira, W., Altmeyer, M., Hamari, J., & Isotani, S. (2022) · Scientific Reports · doi:10.1038/s41598-022-08820-x · Cited by 34 · see citing works
Self-citationThe gamer psychology: a psychological perspective on game design and gamification
Gil-Acirón, L. Á. (2022) · Interactive Learning Environments · doi:10.1080/10494820.2022.2082489 · Cited by 34 · see citing works
Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use
Hassan, L., Jylhä, H., Sjöblom, M., & Hamari, J. (2020) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2020.149 · Cited by 31 · see citing works
Self-citationXiao, Y., & Hew, K. F. (2024) · Interactive Learning Environments · doi:10.1080/10494820.2023.2299977 · Cited by 29 · see citing works
Cheng, Y. (2023) · Interactive Technology and Smart Education · doi:10.1108/itse-05-2023-0097 · Cited by 27 · see citing works
Salman, O. K. I., Khasawneh, Y. J. A., Alqudah, H., Alwaely, S. A., & Khasawneh, M. A. S. (2024) · International Journal of Data and Network Science · doi:10.5267/j.ijdns.2023.12.025 · Cited by 26 · see citing works
A meta-thematic analysis of using technology-mediated gamification tools in the learning process
Candan, F., & Başaran, M. (2023) · Interactive Learning Environments · doi:10.1080/10494820.2023.2172589 · Cited by 22 · see citing works
The Consistency of Gamification User Types: A Study on the Change of Preferences over Time
Santos, A. C. G., Oliveira, W., Hamari, J., Joaquim, S., & Isotani, S. (2023) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3611068 · Cited by 21 · see citing works
Self-citationAdaptive Gamification and Its Impact on Performance
Lopez, C. E., & Tucker, C. S. (2021) · Lecture notes in computer science · doi:10.1007/978-3-030-77277-2_25 · Cited by 19 · see citing works
Using Hexad User Types to Select Suitable Gamification Elements to Encourage Healthy Eating
Altmeyer, M., Schubhan, M., Lessel, P., Müller, L., & Krüger, A. (2020) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3334480.3383011 · Cited by 18 · see citing works
How does adaptive gamification impact different types of student motivation over time?
Reyssier, S., Serna, A., Hallifax, S., Marty, J.-C., Simonian, S., & Lavoué, É. (2023) · Interactive Learning Environments · doi:10.1080/10494820.2023.2248220 · Cited by 17 · see citing works
Miranda, D., Li, C., & Darin, T. (2021) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3474705 · Cited by 14 · see citing works
Santos, A. C. G., Muramatsu, P. K., Oliveira, W., Joaquim, S., Hamari, J., & Isotani, S. (2023) · Scientific Reports · doi:10.1038/s41598-023-45544-y · Cited by 14 · see citing works
Self-citationOrji, F. A., & Vassileva, J. (2023) · Journal of Educational Computing Research · doi:10.1177/07356331231178873 · Cited by 9 · see citing works
Gamification Framework for Participatory Modeling: A Proposal
Bakhanova, E., Garcia, J., Raffe, W. L., & Voinov, A. (2023) · Group Decision and Negotiation · doi:10.1007/s10726-023-09838-w · Cited by 8 · see citing works
Farias, R., Oliveira, W., & Hamari, J. (2023) · IEEE International Conference on Advanced Learning Technologies (ICALT) · doi:10.1109/icalt58122.2023.00095 · Cited by 5 · see citing works
Self-citationImpacts of engagement on academic outcomes in technology-enhanced learning
Lu, C., Bulut, O., Epp, C. D., & Gierl, M. J. (2024) · Distance Education · doi:10.1080/01587919.2024.2373297 · Cited by 5 · see citing works
Neto, J. R. D. A., Oliveira, W., Hamari, J., Dantas, P., & do Nascimento, I. M. (2023) · IEEE International Conference on Advanced Learning Technologies (ICALT) · doi:10.1109/icalt58122.2023.00034 · Cited by 4 · see citing works
Self-citationA Gamification Conceptual Framework for Marketing Courses
Firsova, I. A., Vasbieva, D. G., & Абаев, А. Л. (2023) · Lecture notes in networks and systems · doi:10.1007/978-3-031-48016-4_13 · Cited by 3 · see citing works
Teacher motivating styles and undergraduates’ self-regulation of their online learning experience
Wang, S., Chiu, T. K. F., Zhao, L., & He, W. (2024) · Distance Education · doi:10.1080/01587919.2024.2383764 · Cited by 3 · see citing works
The Effects of Ecological Gamification on Learners’ Engagement: A Quasi-Experimental Study
dos Santos, L. F., Oliveira, W., Hamari, J., de Lima, A. C., & Junior, A. A. D. C. (2024) · IEEE International Conference on Advanced Learning Technologies (ICALT) · doi:10.1109/icalt61570.2024.00009 · Cited by 3 · see citing works
Self-citationDoes Mouse Click Frequency Predict Students' Flow Experience?
Muramatsu, P. K., Oliveira, W., Hamari, J., & Oyibo, K. (2023) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2023.158 · Cited by 2 · see citing works
Self-citation
Flagged first, then by citations
1 of the 72 references couldn’t be matched to a known paper.
Research works printed but not linked: 6
- Legaki, N.-Z., Fernandez Galeote, D., & Hamari, J. (2022). The impact of different gamification types in the context of data literacy: An online experiment. In Proceedings of the 6th international gamifin conference. CEUR.
- Marczewski, A. (2015). Even ninja monkeys like to play. CreateSpace Indep. Publish Platform, Charleston, Chapter User Types, pp. 69-84
- Miranda, D., Li, C., & Darin, T. (2021). Ues-br: Translation and cross-cultural adaptation of the user engage- ment scale for Brazilian Portuguese. Proceedings of the ACM on Human-Computer Interaction, 5, 1-22.
- Rodrigues, L., Toda, A. M., Oliveira, W., Palomino, P. T., Vassileva, J., & Isotani, S. (2022). Automating gami- fication personalization to the user and beyond. IEEE Transactions on Learning Technologies, 15(2), 199-212.
- Tondello, G. (2019). Dynamic personalization of gameful interactive systems (Ph.D. thesis). University of Waterloo, Waterloo, ON, Canada.
- Tondello, G. F., Wehbe, R. R., Diamond, L., Busch, M., Marczewski, A., & Nacke, L. E. (2016). The gamifica- tion user types hexad scale. In Proceedings of the 2016 annual symposium on computer-human interac- tion in play (pp. 229-243). Association for Computing Machinery. https:// doi. org/ 10. 1145/ 29679 34. 29680 · DOI
Cited by
Sorted by citations
AI-Powered Gamified Scaffolding: Transforming Learning in Virtual Learning Environment
Jiang, X., Wang, R., Hoang, T. N., Ranaweera, C., Dong, C., & Myers, T. (2025) · Electronics · doi:10.3390/electronics14132732 · Cited by 22 · see citing works
Ratinho, E., Figueiredo, M., Estêvão, D., Faísca, L., & Martins, C. (2026) · Educational Psychology Review · doi:10.1007/s10648-025-10108-1 · Cited by 11 · see citing works
“Despite the growing use of gamification in educational contexts, engagement is often assessed through non-standardized indicators such as points, leaderboards, or task completion, which may not capture its full complexity (e.g., dos Santos et al., 2025; Khaleel et al., 2020; Zeybek & Saygi, 2023).”
Wuwen, Z., Yu, H., Xia, M., Yang, M., & Ja, J. (2026) · Education and Information Technologies · doi:10.1007/s10639-026-14030-z · Cited by 1 · see citing works
Gronseth, S. L., McNeil, S., & Lopez, M. Y. (2026) · Educational Technology Research and Development · doi:10.1007/s11423-026-10591-5
Gan, C., & Duan, L. (2026) · Acta Psychologica · doi:10.1016/j.actpsy.2026.107054
Perez, F. P., dos Santos, W. O., de Lima, A. C., Junior, A. A. D. C., & Hamari, J. (2026) · Technology Knowledge and Learning · doi:10.1007/s10758-026-09997-0
Self-citationPurankar, S. A., Chauhan, D. K., Gupta, P., & Rai, P. (2026) · International Journal of Systems Assurance Engineering and Management · doi:10.1007/s13198-026-03387-6
Enhancing Gamified System Development Through Systematic Identification of Usability Recommendations
Magylaitė, K., Čeponienė, L., Drungilas, V., Launikaitis, M., & Butleris, R. (2026) · Applied Sciences · doi:10.3390/app16178500
Berd-Gómez, R., Candel, E. C., Medina, C. E. G., González, R. R., & González-Martín, A. M. (2026) · Discover Education · doi:10.1007/s44217-026-02121-5
Koutsikou, A., Αντωνόπουλος, Ν., & Papadakis, S. (2026) · Applied System Innovation · doi:10.3390/asi9100204
GT-LFI: Anonimização, Classificação e Aprendizagem Gamificada a partir de Incidentes Reais
Miani, R. S., Kreutz, D., Quincozes, S. E., Bertholdo, L. M., Araújo, R. D., Dresch, F. N., Scherer, F. H., Esteves, J. P. R., Filho, S. A. D. J., & Santos, A. S. (2026) · Simpósio Brasileiro de Cibersegurança (SBSeg) · doi:10.5753/sbseg_estendido.2026.33646
- Authors
- dos Santos, L. F., Oliveira, W., Corrêa de Lima, A., de Castro Junior, A. A., & Hamari, J.
- Affiliations
- Tampere University (FI)
- Venue
- Technology, Knowledge and Learning
- Published
- 2025-06-06
- Volume
- 31
- Issue
- 4
- Pages
- 2459-2479
- ISSN
- 2211-1662 (ISSN-L)
- 2211-1670
- OpenAlex
- W4411087778
- Cited by
- 11
- References
- 72
- Citations by year
- 2026: 10 · 2025: 1
- FWCI
- 22.07
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Locations
- Technology Knowledge and Learning (publishedVersion, cc-by)
- Tampere University Institutional Repository (Tampere University) (submittedVersion, cc-by)
- Funders
- Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (001)
- Academy of Finland Flagship Programme (337653)
- Tampere University
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
- Keywords
- gamification, student engagement, perceived usability, reward perception, time pressure, points, badges, and leaderboards
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review