MINER TROUBLES: A GAMIFIED MATCHING-TO-SAMPLE

Authors

  • Alceu Regaço UNIVERSIDADE FEDERAL DE SÃO CARLOS
  • Filipe C. Carvalho UNIVERSIDADE FEDERAL DE SÃO CARLOS
  • Silvia Regina de Souza UNIVERSIDADE ESTADUAL DE LONDRINA
  • Julio C. de Rose UNIVERSIDADE FEDERAL DE SÃO CARLOS
  • Deisy G. de Souza UNIVERSIDADE FEDERAL DE SÃO CARLOS

DOI:

https://doi.org/10.14244/eahb.v35iSpecial%20Issue.9

Abstract

Gamification is a powerful technique for improving engagement and learning, which has been applied in many contexts, including education. In behavior analysis, a procedure that has also driven several applications in educational settings is Matching-to-Sample, especially in the context of the Stimulus Equivalence paradigm. Considering the potential benefits of the interaction between both fields, this study describes a gamified Matching-to-Sample (MTS) software called “Miner Troubles”. The program shares the same characteristics of the typical MTS, but it was adapted to provide a game-like experience, which was defined based on conventional gamification elements. The software serves as an example of a possible interaction between concepts from behavior analysis and gamification and discusses how it can be further developed and evaluated.

Published

2025-07-05

How to Cite

Regaço, A., Carvalho, F. C., de Souza, S. R., de Rose, J. C., & de Souza, D. G. (2025). MINER TROUBLES: A GAMIFIED MATCHING-TO-SAMPLE . Experimental Analysis of Human Behavior: Bulletin, 35(Special Issue). https://doi.org/10.14244/eahb.v35iSpecial Issue.9