MINER TROUBLES: A GAMIFIED MATCHING-TO-SAMPLE
DOI:
https://doi.org/10.14244/eahb.v35iSpecialIssue.9Abstract
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.
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