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Gamification in education: A methodology to identify student's profile.

, , , , and . FIE, page 1-8. IEEE Computer Society, (2017)

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Interpretação Automatizada de Textos: Processamento de Anáforas.. Universidade Federal do Espírito Santo, Brazil, (2005)ndltd.org (oai:agregador.ibict.br.RI_UFES:oai:dspace2.ufes.br:10/4114).NatVi - A Framework for Agile Software Development, Service-Oriented Architecture and Quality Assurance., and . ICCSA (6), volume 12254 of Lecture Notes in Computer Science, page 442-458. Springer, (2020)Gamification Project to Receive Continuous Feedback in the Context of the Evolution of Public Service for Lawyers., , , , and . FIE, page 1-8. IEEE, (2023)A tool for students' grouping in classroom., , , and . FIE, page 1-5. IEEE Computer Society, (2016)Gamification in Organizational Contexts: A Systematic Literature Review., and . HCI (28), volume 14038 of Lecture Notes in Computer Science, page 331-352. Springer, (2023)Analysis of the Risk Management Process on the Development of the Public Sector Information Technology Master Plan., , , and . Inf., 9 (10): 248 (2018)Gamification in education: A methodology to identify student's profile., , , , and . FIE, page 1-8. IEEE Computer Society, (2017)Using an Active Learning Environment to Increase Students' Engagement., , and . CSEE&T, page 232-236. IEEE, (2016)Smart Quizzes in the Engineering Education., , , , , and . HICSS, page 66-73. IEEE Computer Society, (2016)Deployment of Collaborative Softwares as a Service in a Private Cloud to a Software Factory., , and . ICCSA (1), volume 9155 of Lecture Notes in Computer Science, page 329-344. Springer, (2015)