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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)Does gamification affect flow experience? A systematic literature review., , , , , , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 110-119. CEUR-WS.org, (2021)ReGammend: A method for personalized recommendation of gamification designs., , , and . GamiFIN, volume 3147 of CEUR Workshop Proceedings, page 85-94. CEUR-WS.org, (2022)Global Trends in Flow Theory Research within Gameful Environments: A Scoping Review, Bibliometric Analysis and Agenda for Future Studies., and . HICSS, page 1318-1327. ScholarSpace, (2024)UnplugGamify: A Didactic Material to Support Student-Centered Unplugged Gamification., , , , , and . FIE, page 1-8. IEEE, (2023)Social Engagement versus Learning Engagement An Exploratory Study of FutureLearn Learners., , , and . ISKE, page 476-483. IEEE, (2019)The Effects of Gamification on Students' Academic Performance: A Controlled Experimental Study., , , , , , and . ICALT, page 47-49. IEEE, (2024)The Relationship between Users' Behavior and Their Flow Experience in Gamified Systems., , and . Proc. ACM Hum. Comput. Interact., 7 (CHI PLAY): 319-341 (2023)GamiCSM: relating education, culture and gamification - a link between worlds., , , , , , , , and . IHC, page 18:1-18:10. ACM, (2020)Introduction to the Minitrack on Game-based Learning., , and . HICSS, page 5327-5328. ScholarSpace, (2024)