REFERENCES
Alanne, K., 2016. An overview of game-based learning in
building services engineering education. European
Journal of Engineering Education, 41(2):204–219.
Alhammad, M. M. and Moreno, A. M., 2018. Gamification
in software engineering education: A systematic
mapping. Journal of Systems and Software,141:131–
150.
Alpaydin, E. Introduction to Machine Learning. 2014. 3. ed.
Cambridge, MA: MIT Press, 2014.
Awad, M., Khanna, R., 2015. Machine learning. In:
Efficient Learning Machines: Theories, Concepts, and
Applications for Engineers and System Designers.
Berkeley, 2015. 1–18.
Barata, G., Gama, S., Jorge, J., and Goncalves, D., 2016.
Early Prediction of Student Profiles Based on
Performance and Gaming Preferences. IEEE Trans. on
Learning Tech., 9(3): 272–284.
Bharathi, A., Singh, A., Tucker, C., and Nembhard, H.,
2016. Knowledge discovery of game design features by
mining user-generated feedback. Computers in Human
Behavior, 60:361–371.
Bodnar, C. A., Anastasio, D., Enszer, J. A., and Burkey,
D. D., 2016. Engineers at Play: Games as Teaching
Tools for Undergraduate Engineering Students.
Engineering Education, 105(1):147–200.
Borges, R. P., Oliveira, P. R., Lima, R. G., and De Lima, R.
W., 2018. A systematic review of literature on
methodologies, practices, and tools for programming
teaching. IEEE Latin America Transactions, 16:1468–
1475.
Bozkurt, A., Durak, G., 2018. A systematic review of
gamification research: In pursuit of homo ludens,
International Journal Game-Based Learning (8) 15–33.
Brito, A. and Madeira, C., 2017. Metodologias gamificadas
para a educação: uma revisão sistemática. Anais do
XXVIII SBIE, 1:133.
Calderón, A., Trinidad, M., Ruiz, M., and O’Connor, R. V.,
2018. Teaching software processes and standards: a
review of serious games approaches. Communications
in Computer and Information Science, 918:154–166.
Cordero-Brito, S. and Mena, J., 2018. Gamification in the
social environment: A tool for motivation and
engagement. In ACM International Conference
Proceeding Series, 640–643.
Cowley, B., Kosunen, I., Lankoski, P., Kivikangas, J. M.,
Jarvela, S., Ekman, I., Kemppainen, J., and Ravaja, N.,
2014. Experience Assessment and Design in the
Analysis of Gameplay. Simulation and Gaming,
45(1):41–69.
De Avila dos Santos, J. and Luis Castro de Freitas, A., 2017.
Gamificação Aplicada a Educação: Um Mapeamento
Sistemático da Literatura. Renote, 15(1.
De Avila dos Santos, J. and Luis Castro de Freitas, A., 2017.
Gamificação Aplicada a Educação: Um Mapeamento
Sistemático da Literatura. Renote, 15.
De Sousa Borges, S., Durelli, V. H., Reis, H. M., and
Isotani, S., 2014. A systematic mapping on
gamification applied to education. In Proceedings of the
ACM Symposium on Applied Computing, SAC ’14,
pages 216–222, New York, NY, USA.
Denden, M., Tlili, A., Essalmi, F., Jemni, M., 2017.
Educational gamification based on personality, 2017
IEEE/ACS 14th International Conference on Computer
Systems and Applications (AICCSA) 1399–1405.
Dicheva, D., Dichev, C., Agre, G., and Angelova, G., 2015.
Gamification in education: A systematic mapping
study. Educational Technology and Society, 18(3):75–
88.
Gentry, S. V., Gauthier, A., Ehrstrom, B. L., Wortley, D.,
Lilienthal, A., Car, L. T., Dauwels-Okutsu, S.,
Nikolaou, C. K., Zary, N., Campbell, J., and Car, J.,
2019. Serious gaming and gamification education in
health professions: systematic review. Journal of
Medical Internet Research, 21.
Hidalgo, et al., A., 2020. The digital divide in light of
sustainable development: An approach through
advanced machine learning techniques. Technological
Forecasting and Social Change. 150 (1).
Inocencio, F. C., 2018. Using gamification in education: A
systematic literature review. In:International
Conference on Information Systems 2018, ICIS 2018.
Kamunya, S., Maina, E., and Oboko, R., 2019. A
Gamification Model for E-Learning Platforms. In 2019
IST-Africa Week Conference, IST-Africa, 1–9.
Kapp, K. M., 2012. Theories Behind Gamification of
Learning and Instruction. The Gamification of Learning
and Instruction: Game-Based Methods and Strategies
for Training and Education, 51–74.
Kitchenham, B. and Charters, S., 2007. Guidelines for
performing systematic literature reviews in software
engineering. School of Computer Science and
Mathematics, 1–65.
Lara, J. A., Aljawarneh, S., and Pamplona, S., 2019.
Special issue on the current trends in e-learning
assessment. Journal of Computing in Higher Education.
Lee, J. and Hammer, J., 2011. Gamification in education:
What, how, why bother? Academic Exchange
Quarterly, 15(2):146.
Llorens-Largo, F., Villagrá-Arnedo, C. J., Gallego-Durán,
F. J., Satorre-Cuerda, R.,Compañ-Rosique, P., and
Molina-Carmona, R., 2016. LudifyME: An Adaptive
Learning Model Based on Gamification. In Caballé, S.
and Clarisó Learning Data Analytics and Gamification,
R. B. T. F. A., editors, Formative Assessment, Learning
Data Analytics and Gamification: In ICT Education,
pages 245–269.
Lopes, R. P., Mesquita, C., Rio-Rama, M. de la C. del, &
Alvarez-Garcia, J. (2018). Collaborative Learning
Experiences for the Development of Higher-Order
Thinking. ESPACIOS, 39(17).
Mora, A., Riera, D., González, C., and Arnedo-Moreno, J.,
2017. Gamification: a systematic review of design
frameworks. Journal of Computing in Higher
Education, 29(3):516–548.
Morelock, J. R., 2013. Systematic literature review: An
exploration of gamification in the context of
engineering education. In IIE Annual Conference and
Expo 2013, 453–462.