activity
20162026
most citedAnalysing gamification elements in educational environments using an existing Gamification taxonomy

251 citations · 416 across the 10 of their papers we have counts for

collaborators

10 papers

cs.CY2026

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…

cs.HC2025★ 2 cited

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…

cs.HC2021★ 13 cited

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…

cs.HC2021★ 16 cited

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…

cs.HC2020★ 4 cited

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…

cs.HC2020★ 251 cited

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…

cs.CY2019★ 32 cited

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…

stat.AP2018★ 2 cited

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…

cs.AI2016★ 42 cited

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…

cs.CY2016★ 54 cited

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…