251 citations · 416 across the 10 of their papers we have counts for
10 papers
Can AI be a Teaching Partner? Evaluating ChatGPT, Gemini, and DeepSeek across Three Teaching Strategies
Talita de Paula Cypriano de Souza, Shruti Mehta, Matheus Arataque Uema +2
There are growing promises that Large Language Models (LLMs) can support students' learning by providing explanations, feedback, and guidance. However, despite their rapid adoption…
A Mixed User-Centered Approach to Enable Augmented Intelligence in Intelligent Tutoring Systems: The Case of MathAIde app
Guilherme Guerino, Luiz Rodrigues, Luana Bianchini +8
This study explores the integration of Augmented Intelligence (AuI) in Intelligent Tutoring Systems (ITS) to address challenges in Artificial Intelligence in Education (AIED), incl…
Do people's user types change over time? An exploratory study
Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari +1
In recent years, different studies have proposed and validated user models (e.g., Bartle, BrainHex, and Hexad) to represent the different user profiles in games and gamified settin…
Does gamification affect flow experience? A systematic literature review
Wilk Oliveira, Olena Pastushenko, Luiz Rodrigues +4
In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of seco…
Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study
Armando Toda, Paula Palomino, Luiz Rodrigues +4
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify…
Analysing gamification elements in educational environments using an existing Gamification taxonomy
Armando M. Toda, Ana C. T. Klock, Wilk Oliveira +7
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks…
Planning Gamification Strategies based on User Characteristics and DM: A Gender-based Case Study
Armando M. Toda, Wilk Oliveira, Lei Shi +3
Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to ga…
Analysis of permanence time in emotional states: A case study using educational software
Helena Reis, Danilo Alvares, Patricia Jaques +1
This article presents the results of an experiment in which we investigated how prior algebra knowledge and personality can influence the permanence time from the confusion state t…
FOCA: A Methodology for Ontology Evaluation
Judson Bandeira, Ig Ibert Bittencourt, Patricia Espinheira +1
Modeling an ontology is a hard and time-consuming task. Although methodologies are useful for ontologists to create good ontologies, they do not help with the task of evaluating th…
Infographics or Graphics+Text: Which Material is Best for Robust Learning?
Kamila T. Lyra, Seiji Isotani, Rachel C. D. Reis +4
Infographic is a type of information visualization that uses graphic design to enhance human ability to identify patterns and trends. It is popularly used to support spread of info…