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Using learning analytics in the Amazonas: understanding students' behaviour in introductory programming., , , , , , , and . Br. J. Educ. Technol., 51 (4): 955-972 (2020)Um estudo preliminar sobre conceitos extrínsecos e intrínsecos do processo de Gamification., , and . Revista Brasileira de Informática na Educ., 23 (3): 164-173 (2015)Analysing gamification elements in educational environments using an existing Gamification taxonomy., , , , , , , , , and . CoRR, (2020)Utilizing gamification with social network to aid students in programming languages lessons in higher education IT courses (abstract only)., , , and . SIGCSE, page 718. ACM, (2014)Social Interactions Clustering MOOC Students: An Exploratory Study., , , , and . CoRR, (2020)Evaluation of SiGMa, an empiric study with Math teachers., , , , and . FIE, page 1-6. IEEE Computer Society, (2015)Demographical Changes of Student Subgroups in MOOCs: Towards Predicting At-Risk Students., , and . ISD, ISEN Yncréa Méditerranée / Association for Information Systems, (2019)The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education., , and . HEFA, volume 832 of Communications in Computer and Information Science, page 143-156. Springer, (2017)Analysing gamification elements in educational environments using an existing Gamification taxonomy., , , , , , , , , and . Smart Learn. Environ., 6 (1): 16 (2019)Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study., , , , , , and . CoRR, (2020)