[1]
Marinho, A., Bittencourt, I.I., dos Santos, W.O. e Dermeval, D. 2019. Does Gamification Improve Flow Experience in Classroom? An Analysis of Gamer Types in Collaborative and Competitive Settings. Revista Brasileira de Informática na Educação. 27, 2 (maio 2019), 40–68. DOI:https://doi.org/10.5753/rbie.2019.27.02.40.