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Motivação e jogos digitais para o processo de ensino-aprendizagem: um estudo sobre suas relações.

, , , and . WAIHCWS, volume 1714 of CEUR Workshop Proceedings, page 53-59. CEUR-WS.org, (2016)

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Tailored gamification: A review of literature., , , and . Int. J. Hum. Comput. Stud., (2020)5W2H Framework: a guide to design, develop and evaluate the user-centered gamification., , and . IHC, page 14:1-14:10. ACM, (2016)Gamification and Policy Compliance: Results from an Online Vignette Experiment in the Context of Social Distancing for Public Health Security., , and . HICSS, page 2943-2952. ScholarSpace, (2023)Does gamification matter?: a systematic mapping about the evaluation of gamification in educational environments., , , and . SAC, page 2006-2012. ACM, (2018)GamiCSM: relating education, culture and gamification - a link between worlds., , , , , , , , and . IHC, page 18:1-18:10. ACM, (2020)Gamified scaffolding in formal education: A scoping review., , , and . HICSS, page 5144-5153. ScholarSpace, (2024)A study on the impact of gamification on students' behavior and performance through learning paths., , , and . ICALT, page 84-86. IEEE, (2020)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)Introduction to the Minitrack on Gamification., , , and . HICSS, page 1317. ScholarSpace, (2024)Analysing gamification elements in educational environments using an existing Gamification taxonomy., , , , , , , , , and . Smart Learn. Environ., 6 (1): 16 (2019)