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An Early Case Study Analyzing Teachers' Acceptance Towards of the Use of Gameful Approaches in Education in Brazil.

, , and . ICALT, page 304-306. IEEE, (2023)

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Social Network Games Players’ Perspectives, , , and . Simulation & Gaming, 44 (6): 794--820 (December 2013)IT Capability and Firm Performance: The Mediating Roles of Interaction Praxis., , , and . AMCIS, Association for Information Systems, (2019)Do Persuasive Technologies Persuade? - A Review of Empirical Studies., , and . PERSUASIVE, volume 8462 of Lecture Notes in Computer Science, page 118-136. Springer, (2014)Critical Acclaim and Commercial Success in Mobile Free-to-Play Games., , , and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)Virtual and Augmented Reality for Environmental Sustainability: A Systematic Review., , , , and . CHI, page 6:1-6:23. ACM, (2023)Towards the Next Generation of Extended Reality Wearables., and . CHI Extended Abstracts, page 333:1-333:7. ACM, (2021)Etsijä's call: Gamifying virtual conferences with alternate reality games., , , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 160-169. CEUR-WS.org, (2021)Immersive journalism: Extant corpus and future agenda., and . GamiFIN, volume 2637 of CEUR Workshop Proceedings, page 136-145. CEUR-WS.org, (2020)Games and gamification in flipped classrooms: A systematic review., , and . GamiFIN, volume 3147 of CEUR Workshop Proceedings, page 33-43. CEUR-WS.org, (2022)What drives gamer toxicity? Essays from players., , , , and . GamiFIN, volume 3405 of CEUR Workshop Proceedings, page 86-95. CEUR-WS.org, (2023)