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Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons., , , , , и . SIGCSE, стр. 184-190. ACM, (2021)Can We Use Gamification to Predict Students' Performance? A Case Study Supported by an Online Judge., , , , , , , и . ITS, том 12149 из Lecture Notes in Computer Science, стр. 259-269. Springer, (2020)A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation., , , , , , , , , и . ICALT, стр. 84-88. IEEE, (2019)Narrative for Gamification in Education: Why Should you Care?, , , , и . ICALT, стр. 97-99. IEEE, (2019)Tecnologias Educacionais Estereotipadas: Um desafio a ser enfrentado., , , , , , , , , и . Revista Brasileira de Informática na Educ., (2022)Artificial Intelligence and Educational Policy: Bridging Research and Practice., , и . AIED (Posters/Late Breaking Results/...), том 1831 из Communications in Computer and Information Science, стр. 63-68. Springer, (2023)Towards the understanding of cultural differences in between gamification preferences: A data-driven comparison between the US and Brazil., , , , , , , , , и 1 other автор(ы). EDM, International Educational Data Mining Society, (2022)The Bright and Dark Sides of Gamification., , и . ITS, том 9684 из Lecture Notes in Computer Science, стр. 176-186. Springer, (2016)Learning and Gamification Dashboards: A Mixed-Method Study with Teachers., , , , , , , и . ITS, том 12677 из Lecture Notes in Computer Science, стр. 406-417. Springer, (2021)Towards an Ontological Infrastructure for Content Modeling and Personalization., , , и . SMAP, стр. 107-112. IEEE, (2012)