Learning Performance Styles in Gamified College Classes Using Data Clustering
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- Sungjin Park & Sangkyun Kim, 2022. "Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse," Sustainability, MDPI, vol. 14(3), pages 1-14, January.
- Sungjin Park & Sangkyun Kim, 2021. "Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning," Sustainability, MDPI, vol. 13(8), pages 1-12, April.
- Sungjin Park & Kyoungsoon Min & Sangkyun Kim, 2021. "Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences," Sustainability, MDPI, vol. 13(16), pages 1-10, August.
- Sangkyun Kim, 2015. "Team Organization Method Using Salary Auction Game for Sustainable Motivation," Sustainability, MDPI, vol. 7(10), pages 1-13, October.
- Antti Knutas & Jouni Ikonen & Dario Maggiorini & Laura Ripamonti & Jari Porras, 2016. "Creating Student Interaction Profiles for Adaptive Collaboration Gamification Design," International Journal of Human Capital and Information Technology Professionals (IJHCITP), IGI Global, vol. 7(3), pages 47-62, July.
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Keywords
gamification; gameful experience; data clustering; K-means; silhouette coefficient;All these keywords.
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