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Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
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Erkan Er; Safak Silik; Sergen Cansiz – Journal of Learning Analytics, 2024
E-learning platforms have become increasingly popular in K--8 education to promote student learning and enhance classroom teaching. Student interactions with these platforms produce trace data, which are digital records of learning processes. Although trace data have been effective in identifying learners' engagement profiles in higher education…
Descriptors: Foreign Countries, Elementary Secondary Education, Grade 1, Grade 2
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Wormington, Stephanie Virgine; Linnenbrink-Garcia, Lisa – Educational Psychology Review, 2017
The current study reviewed and synthesized studies employing a person-centered approach to studying achievement goals. Towards this end, a common labeling scheme was developed for goal profiles. Ten profile types were identified across studies and compared via meta-analytic techniques in terms of academic motivation, social/emotional well-being,…
Descriptors: Goal Orientation, Motivation, Achievement, Profiles