An ontology for modelling user’ profiles and activities in gamified education
Paula Toledo Palomino, Armando Toda, Luiz Rodrigues, Wilk Oliveira, Lennart Nacke, Seiji Isotani Paper published at Research and Practice in Technology Enhanced Learning Gamification studies in the educational domain usually focus on motivating students to increase their learning performance by enhancing their motivation. Classifications of behavioural profiles are often used for this (referred