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GARFIELD: A Recommender System to Personalize Gamified Learning.

, , , , , , , , , , and . AIED (1), volume 13355 of Lecture Notes in Computer Science, page 666-672. Springer, (2022)

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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)Evaluation of a Hybrid AI-Human Recommender for CS1 Instructors in a Real Educational Scenario., , , , , , , , , and . EC-TEL, volume 14200 of Lecture Notes in Computer Science, page 308-323. Springer, (2023)Predicting MOOCs Dropout Using Only Two Easily Obtainable Features from the First Week's Activities., , , , , , and . ITS, volume 11528 of Lecture Notes in Computer Science, page 163-173. Springer, (2019)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)Prediction of Users' Professional Profile in MOOCs Only by Utilising Learners' Written Texts., , , and . ITS, volume 12149 of Lecture Notes in Computer Science, page 163-173. Springer, (2020)Learning Analytics in Introductory Programming Courses: A Showcase from the Federal University of Amazonas., , , , , , , , , and . Revista Brasileira de Informática na Educ., (2023)Solving the imbalanced data issue: automatic urgency detection for instructor assistance in MOOC discussion forums., , , , and . User Model. User Adapt. Interact., 34 (3): 797-852 (July 2024)Explaining Individual and Collective Programming Students' Behavior by Interpreting a Black-Box Predictive Model., , , , , , , , and . IEEE Access, (2021)Towards a framework for relevant guidance., , and . SAC, page 241-242. ACM, (2014)Early Performance Prediction for CS1 Course Students using a Combination of Machine Learning and an Evolutionary Algorithm., , , and . ICALT, page 183-184. IEEE, (2019)