Author of the publication

Enhancing Students' Learning Experience Through Gamification: Perspectives and Challenges.

, , , and . GranDGamesBR, volume 1702 of Communications in Computer and Information Science, page 113-133. Springer, (2021)

Please choose a person to relate this publication to

To differ between persons with the same name, the academic degree and the title of an important publication will be displayed. You can also use the button next to the name to display some publications already assigned to the person.

 

Other publications of authors with the same name

Automating Gamification Personalization to the User and Beyond., , , , , and . IEEE Trans. Learn. Technol., 15 (2): 199-212 (2022)How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education., , , , , , , and . J. Educ. Technol. Soc., 22 (3): 47-60 (2019)A Recommender System Based on Effort: Towards Minimising Negative Affects and Maximising Achievement in CS1 Learning., , , , , , , , , and 1 other author(s). ITS, volume 12677 of Lecture Notes in Computer Science, page 466-480. Springer, (2021)Personalized gamification: A literature review of outcomes, experiments, and approaches., , , , and . TEEM, page 699-706. ACM, (2020)Towards the understanding of cultural differences in between gamification preferences: A data-driven comparison between the US and Brazil., , , , , , , , , and 1 other author(s). EDM, International Educational Data Mining Society, (2022)Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons., , , , , and . SIGCSE, page 184-190. ACM, (2021)Gamification Through the Looking Glass - Perceived Biases and Ethical Concerns of Brazilian Teachers., , , , , , , , , and . AIED (2), volume 13356 of Lecture Notes in Computer Science, page 259-262. Springer, (2022)GARFIELD: A Recommender System to Personalize Gamified Learning., , , , , , , , , and 1 other author(s). AIED (1), volume 13355 of Lecture Notes in Computer Science, page 666-672. Springer, (2022)Enhancing Students' Learning Experience Through Gamification: Perspectives and Challenges., , , and . GranDGamesBR, volume 1702 of Communications in Computer and Information Science, page 113-133. Springer, (2021)Predicting user types with symbolic images: An empirical validation based on two card-sorting studies., , , , , and . Entertain. Comput., (August 2023)