E. Deci and R. Ryan, The" what" and" why" of goal pursuits: Human needs and the self-determination of behavior, Psychological inquiry, vol.11, issue.4, pp.227-268, 2000.

M. Denden, A. Tlili, F. Essalmi, and M. Jemni, Educational Gamification Based on Personality, 2017 IEEE/ACS 14th International Conference on Computer Systems and Applications (AICCSA), pp.1399-1405, 2017.

,

S. Deterding, D. Dixon, R. Khaled, and L. Nacke, From game design elements to gamefulness: defining gamification, Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pp.9-15, 2011.

A. J. Elliot and K. Murayama, On the measurement of achievement goals: Critique, illustration, and application, Journal of educational psychology, vol.100, issue.3, p.613, 2008.

G. Fortes-tondello, D. Valtchanov, A. Reetz, R. R. Wehbe, R. Orji et al., Towards a Trait Model of Video Game Preferences, International Journal of Human-Computer Interaction, pp.1-17, 2018.

L. R. Goldberg, An alternative "description of personality": the big-five factor structure, Journal of personality and social psychology, vol.59, issue.6, p.1216, 1990.

J. F. Hair, G. T. Hult, C. Ringle, and M. Sarstedt, A primer on partial least squares structural equation modeling (PLS-SEM), 2016.

S. Hallifax, A. Serna, J. C. Marty, and . Lavoue, Adaptive Gamification in Education: A Literature Review of Current Trends and Developments, Transforming Learning with Meaningful Technologies, pp.294-307, 2019.

S. Hallifax, A. Serna, J. C. Marty, G. Lavoue, and E. Lavoue, Factors to Consider for Tailored Gamification, Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pp.559-572, 2019.

J. Hamari, J. Koivisto, and H. Sarsa, Does Gamification Work? -A Literature Review of Empirical Studies on Gamification, pp.3025-3034, 2014.

J. Hamari and J. Koivisto, Measuring flow in gamification: Dispositional flow scale-2, Computers in Human Behavior, vol.40, pp.133-143, 2014.

M. A. Hassan, U. Habiba, F. Majeed, and M. Shoaib, Adaptive gamification in elearning based on students' learning styles, Interactive Learning Environments, pp.1-21, 2019.

T. Jagu?t, I. Boti?ki, and H. J. So, Examining competitive, collaborative and adaptive gamification in young learners' math learning, Computers & Education, vol.125, pp.444-457, 2018.

M. D. Kickmeier-rust, E. C. Hillemann, and D. Albert, Gamification and Smart Feedback: Experiences with a Primary School Level Math App, Int. J. Game-Based Learn, vol.4, issue.3, pp.35-46, 2014.

A. Knutas, R. Van-roy, T. Hynninen, M. Granato, J. Kasurinen et al., A process for designing algorithm-based personalized gamification, Multimedia Tools and Applications, 2018.

E. Lavoue, B. Monterrat, M. Desmarais, and S. George, Adaptive Gamification for Learning Environments, IEEE Transactions on Learning Technologies, vol.12, issue.1, pp.16-28, 2019.
URL : https://hal.archives-ouvertes.fr/hal-01784233

C. Lopez and C. Tucker, Towards personalized adaptive gamification: A machine learning model for predicting performance, IEEE Transactions on Games, 2018.

A. C. Marczewski, Even Ninja Monkeys like to play, CreateSpace Indep. Publish Platform, 2015.

B. Monterrat, M. Desmarais, E. Lavoue, and S. George, A player model for adaptive gamification in learning environments, International Conference on Artificial Intelligence in Education, pp.297-306, 2015.
URL : https://hal.archives-ouvertes.fr/hal-01165497

B. Monterrat, E. Lavoue, and S. George, Adaptation of gaming features for motivating learners, Simulation & Gaming, vol.48, issue.5, pp.625-656, 2017.
URL : https://hal.archives-ouvertes.fr/hal-01563186

A. Mora, G. F. Tondello, L. E. Nacke, and J. Arnedo-moreno, Effect of personalized gameful design on student engagement, IEEE Global, pp.1925-1933, 2018.

,

L. E. Nacke, C. Bateman, and R. L. Mandryk, BrainHex: A neurobiological gamer typology survey, Entertainment Computing, vol.5, issue.1, pp.55-62, 2014.

W. Oliveira and I. I. Bittencourt, Tailored Gamification to Educational Technologies, 2019.

W. Oliveira, A. Toda, P. Toledo, L. Shi, J. Vassileva et al., Does Tailoring Gamified Educational Systems Matter? The Impact on Students' Flow Experience, 2020.

R. Orji, R. L. Mandryk, and J. Vassileva, Improving the Efficacy of Games for Change Using Personalization Models, ACM Trans. Comput.-Hum. Interact, vol.24, issue.5, 2017.

R. Orji, L. E. Nacke, and C. Dimarco, Towards personality-driven persuasive health games and gamified systems, Proceedings of SIGCHI Conference on Human Factors in Computing Systems, 2017.

R. Paiva, I. I. Bittencourt, T. Tenório, P. Jaques, and S. Isotani, What do students do on-line? modeling students' interactions to improve their learning experience, Computers in Human Behavior, vol.64, pp.769-781, 2016.

F. Roosta, F. Taghiyareh, and M. Mosharraf, Personalization of gamificationelements in an e-learning environment based on learners' motivation, 8th International Symposium on Telecommunications (IST), pp.637-642, 2016.

W. O. Santos, I. I. Bittencourt, and J. Vassileva, Gamification Design to Tailor Gamified Educational Systems Based on Gamer Types, SBGames 2018, 2018.

G. F. Tondello, R. R. Wehbe, L. Diamond, M. Busch, A. Marczewski et al., The gamification user types hexad scale, Symposium on Computer-Human Interaction in Play, pp.229-243, 2016.

R. J. Vallerand, L. G. Pelletier, M. R. Blais, N. M. Briere, C. Senecal et al., The Academic Motivation Scale: A measure of intrinsic, extrinsic, and amotivation in education, Educational and psychological measurement, vol.52, issue.4, 1992.