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Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons., , , , , и . SIGCSE, стр. 184-190. ACM, (2021)Towards the understanding of cultural differences in between gamification preferences: A data-driven comparison between the US and Brazil., , , , , , , , , и 1 other автор(ы). EDM, International Educational Data Mining Society, (2022)Evaluation of a Hybrid AI-Human Recommender for CS1 Instructors in a Real Educational Scenario., , , , , , , , , и . EC-TEL, том 14200 из Lecture Notes in Computer Science, стр. 308-323. Springer, (2023)Computational Intelligence in Sports: A Systematic Literature Review., , , , и . CoRR, (2018)Mathematics intelligent tutoring systems with handwritten input: a scoping review., , , , , , , и . Educ. Inf. Technol., 29 (9): 11183-11209 (июня 2024)Towards explainable automatic punctuation restoration for Portuguese using transformers., , , , , , , , и . Expert Syst. Appl., (2024)Analysing gamification elements in educational environments using an existing Gamification taxonomy., , , , , , , , , и . Smart Learn. Environ., 6 (1): 16 (2019)How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education., , , , , , , и . J. Educ. Technol. Soc., 22 (3): 47-60 (2019)Improving Players' Profiles Clustering from Game Data Through Feature Extraction., и . SBGames, стр. 177-186. IEEE Computer Society, (2018)Personalized gamification: A literature review of outcomes, experiments, and approaches., , , , и . TEEM, стр. 699-706. ACM, (2020)