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How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education., , , , , , , и . J. Educ. Technol. Soc., 22 (3): 47-60 (2019)Personalized gamification: A literature review of outcomes, experiments, and approaches., , , , и . TEEM, стр. 699-706. ACM, (2020)Bringing AIED, Public Policy and GDPR to Promote Educational Opportunities in Brazil., , , , , , , , , и . AIED Companion (1), том 2150 из Communications in Computer and Information Science, стр. 74-86. Springer, (2024)Enhancing User Experience in Learning Environments: a Narrative Gamification Framework for Education., и . J. Interact. Syst., 15 (1): 478-489 (2024)Gamification Through the Looking Glass - Perceived Biases and Ethical Concerns of Brazilian Teachers., , , , , , , , , и . AIED (2), том 13356 из Lecture Notes in Computer Science, стр. 259-262. Springer, (2022)GARFIELD: A Recommender System to Personalize Gamified Learning., , , , , , , , , и 1 other автор(ы). AIED (1), том 13355 из Lecture Notes in Computer Science, стр. 666-672. Springer, (2022)Predicting user types with symbolic images: An empirical validation based on two card-sorting studies., , , , , и . Entertain. Comput., (августа 2023)Enhancing Students' Learning Experience Through Gamification: Perspectives and Challenges., , , и . GranDGamesBR, том 1702 из Communications in Computer and Information Science, стр. 113-133. Springer, (2021)Does gamification affect flow experience? A systematic literature review., , , , , , и . GamiFIN, том 2883 из CEUR Workshop Proceedings, стр. 110-119. CEUR-WS.org, (2021)GamiCSM: relating education, culture and gamification - a link between worlds., , , , , , , , и . IHC, стр. 18:1-18:10. ACM, (2020)