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m-AdaptWeb®: An Adaptive e-Learning Environment Facing Mobility - Adaptation and Recomendation Processes based on Context., , , , , и . CSEDU (2), стр. 395-400. SciTePress, (2012)A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments., , , , , , , , , и 3 other автор(ы). IEEE Trans. Learn. Technol., (2024)Are we ready for the World Cup? Uma avaliação ergonômica para analisar a qualidade de 51 sites relacionados à Copa do Mundo de 2014 e suas versões móveis., , , и . SBSI, стр. 280-291. (2014)O Uso de Listas de Verificação para Avaliação da Usabilidade de um Ambiente de EAD na Web., и . SBSI, стр. 130-138. (2006)SOI Based Video Recommender Systems - Interaction Design Issues and Collective Intelligence., , и . WAIHCWS, том 1051 из CEUR Workshop Proceedings, стр. 7-13. CEUR-WS.org, (2013)A Penny for your Thoughts: Students and Instructors' Expectations about Learning Analytics in Brazil., , , , , , , , , и . LAK, стр. 186-196. ACM, (2022)A Usability Evaluation of Fitness-Tracking Apps for Initial Users., и . HCI (28), том 529 из Communications in Computer and Information Science, стр. 457-462. Springer, (2015)What to See in a Scientific Event? A Social Recommendation Model of Technical Sessions., , и . WAIHCWS, том 1081 из Communications in Computer and Information Science, стр. 99-119. Springer, (2018)Digital Games for Math Literacy: A Systematic Literature Mapping on Brazilian Publications., , и . WorldCIST (2), том 445 из Advances in Intelligent Systems and Computing, стр. 245-254. Springer, (2016)A study on the impact of gamification on students' behavior and performance through learning paths., , , и . ICALT, стр. 84-86. IEEE, (2020)