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Do people's user types change over time? An exploratory study.

, , , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 90-99. CEUR-WS.org, (2021)

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Does gamification work for boys and girls?: An exploratory study with a virtual learning environment., , , , and . SAC, page 214-219. ACM, (2015)Group Formation in CSCL: A Review of the State of the Art., , , and . HEFA, volume 832 of Communications in Computer and Information Science, page 71-88. Springer, (2017)Towards an Ontological Infrastructure for Content Modeling and Personalization., , , and . SMAP, page 107-112. IEEE, (2012)An approach for planning and deploying gamification concepts with social networks within educational contexts., , , , and . Int. J. Inf. Manag., (2019)An object triple mapping system supporting detached objects: A performance and memory usage empirical comparison., , , , and . Eng. Appl. Artif. Intell., (2017)Narrative for Gamification in Education: Why Should you Care?, , , , and . ICALT, page 97-99. IEEE, (2019)A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation., , , , , , , , , and . ICALT, page 84-88. IEEE, (2019)The effects of personalized gamification on students' flow experience, motivation, and enjoyment., , , , , , and . Smart Learn. Environ., 9 (1): 16 (2022)Rule-based expert systems to support step-by-step guidance in algebraic problem solving: The case of the tutor PAT2Math., , , , , , and . Expert Syst. Appl., 40 (14): 5456-5465 (2013)Tecnologias Educacionais Estereotipadas: Um desafio a ser enfrentado., , , , , , , , , and . Revista Brasileira de Informática na Educ., (2022)