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A study on the impact of gamification on students' behavior and performance through learning paths.

, , , and . ICALT, page 84-86. IEEE, (2020)

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A study on the impact of gamification on students' behavior and performance through learning paths., , , and . ICALT, page 84-86. IEEE, (2020)SOI Based Video Recommender Systems - Interaction Design Issues and Collective Intelligence., , and . WAIHCWS, volume 1051 of CEUR Workshop Proceedings, page 7-13. CEUR-WS.org, (2013)m-AdaptWeb®: An Adaptive e-Learning Environment Facing Mobility - Adaptation and Recomendation Processes based on Context., , , , , and . CSEDU (2), page 395-400. SciTePress, (2012)O Uso de Listas de Verificação para Avaliação da Usabilidade de um Ambiente de EAD na Web., and . SBSI, page 130-138. (2006)Are we ready for the World Cup? Uma avaliação ergonômica para analisar a qualidade de 51 sites relacionados à Copa do Mundo de 2014 e suas versões móveis., , , and . SBSI, page 280-291. (2014)A Penny for your Thoughts: Students and Instructors' Expectations about Learning Analytics in Brazil., , , , , , , , , and . LAK, page 186-196. ACM, (2022)Digital Games for Math Literacy: A Systematic Literature Mapping on Brazilian Publications., , and . WorldCIST (2), volume 445 of Advances in Intelligent Systems and Computing, page 245-254. Springer, (2016)What to See in a Scientific Event? A Social Recommendation Model of Technical Sessions., , and . WAIHCWS, volume 1081 of Communications in Computer and Information Science, page 99-119. Springer, (2018)A Usability Evaluation of Fitness-Tracking Apps for Initial Users., and . HCI (28), volume 529 of Communications in Computer and Information Science, page 457-462. Springer, (2015)A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments., , , , , , , , , and 3 other author(s). IEEE Trans. Learn. Technol., (2024)