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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)

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Narrative for Gamification in Education: Why Should you Care?, , , , and . ICALT, page 97-99. IEEE, (2019)Towards an Ontological Infrastructure for Content Modeling and Personalization., , , and . SMAP, page 107-112. IEEE, (2012)Tecnologias Educacionais Estereotipadas: Um desafio a ser enfrentado., , , , , , , , , and . Revista Brasileira de Informática na Educ., (2022)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)Artificial Intelligence and Educational Policy: Bridging Research and Practice., , and . AIED (Posters/Late Breaking Results/...), volume 1831 of Communications in Computer and Information Science, page 63-68. Springer, (2023)Learning and Gamification Dashboards: A Mixed-Method Study with Teachers., , , , , , , and . ITS, volume 12677 of Lecture Notes in Computer Science, page 406-417. Springer, (2021)The Bright and Dark Sides of Gamification., , and . ITS, volume 9684 of Lecture Notes in Computer Science, page 176-186. Springer, (2016)Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons., , , , , and . SIGCSE, page 184-190. ACM, (2021)Can We Use Gamification to Predict Students' Performance? A Case Study Supported by an Online Judge., , , , , , , and . ITS, volume 12149 of Lecture Notes in Computer Science, page 259-269. Springer, (2020)The Effects of Ontology-Based Gamification in Scripted Collaborative Learning., , and . ICALT, page 140-144. IEEE, (2019)