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Can We Use Gamification to Predict Students' Performance? A Case Study Supported by an Online Judge.

, , , , , , , and . ITS, volume 12149 of Lecture Notes in Computer Science, page 259-269. Springer, (2020)

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Utilizing gamification with social network to aid students in programming languages lessons in higher education IT courses (abstract only)., , , and . SIGCSE, page 718. ACM, (2014)Evaluation of SiGMa, an empiric study with Math teachers., , , , and . FIE, page 1-6. IEEE Computer Society, (2015)Demographical Changes of Student Subgroups in MOOCs: Towards Predicting At-Risk Students., , and . ISD, ISEN Yncréa Méditerranée / Association for Information Systems, (2019)Analysing gamification elements in educational environments using an existing Gamification taxonomy., , , , , , , , , and . Smart Learn. Environ., 6 (1): 16 (2019)The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education., , and . HEFA, volume 832 of Communications in Computer and Information Science, page 143-156. Springer, (2017)Interactive Data Structure Learning Platform., , , , and . ICCSA (6), volume 8584 of Lecture Notes in Computer Science, page 186-196. Springer, (2014)Project SIGMA - An Online Tool to Aid Students in Math Lessons with Gamification Concepts., , , and . SCCC, page 50-53. IEEE Computer Society, (2014)A Web System for Solving Real Problems Involving Partial Differential Equations in Generalized Coordinates., , , , and . ICCSA (6), volume 8584 of Lecture Notes in Computer Science, page 665-680. Springer, (2014)Revealing the Hidden Patterns: A Comparative Study on Profiling Subpopulations of MOOC Students., , , and . ISD, ISEN Yncréa Méditerranée / Association for Information Systems, (2019)GAMIFY-SN: A Meta-model for Planning and Deploying Gamification Concepts Within Social Networks - A Case Study., , , and . WorldCIST (2), volume 746 of Advances in Intelligent Systems and Computing, page 1357-1366. Springer, (2018)