Ana Carolina Tomé Klock

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Motivation is considered as an indispensable factor for carrying out any activity, and particularly learning. Also, it is believed that one way to encourage learning is the use of Digital Games, especially Serious Games as mediating tools of the teaching-learning process. Therefore, we carried out a literature search to identify different motivational(More)
Gamification, which is the use of game elements in non-game contexts, has been widely applied in order to persuade and engage their users with a specific purpose. Since each user has different characteristics, his/her experience during the interaction with these game elements becomes singular and gamification may not always have the expected outcome. This(More)
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