- Education and Digital Technologies
- Educational Games and Gamification
- Online Learning and Analytics
- Education Pedagogy and Practices
- Business and Management Studies
- Innovative Teaching and Learning Methods
- Intelligent Tutoring Systems and Adaptive Learning
- Usability and User Interface Design
- E-Learning and Knowledge Management
- Recommender Systems and Techniques
- Innovative Human-Technology Interaction
- Science and Education Research
- Digital Games and Media
- Open Education and E-Learning
- Technology Adoption and User Behaviour
- Virtual Reality Applications and Impacts
- Information Science and Libraries
- Evasion and Academic Success Factors
- Impact of Technology on Adolescents
- Data Visualization and Analytics
- Academic Research in Diverse Fields
- Multimedia Communication and Technology
- Teaching and Learning Programming
- Augmented Reality Applications
- Healthcare during COVID-19 Pandemic
Universidade do Estado de Santa Catarina
2015-2024
Universidade Tecnológica Federal do Paraná
2023
Universidade Federal do Rio Grande do Sul
2003-2013
Département d'Informatique
2010-2011
Abstract Gamification has been widely employed in the educational domain over past eight years when term became a trend. However, literature states that gamification still lacks formal definitions to support design and analysis of gamified strategies. This paper analysed game elements learning environments through previously proposed evaluated taxonomy while detailing expanding this taxonomy. In current paper, we describe our in-depth as well expand it. Our new structured results demonstrate...
Gamification has been widely employed in the educational domain over past eight years when term became a trend. However, literature states that gamification still lacks formal definitions to support design of gamified strategies. This paper aims create taxonomy for game elements, based on experts' opinions. After brief review from existing work, we extract first elements current state art, and then evaluate them via survey with 19 education experts. The resulting included description 21...
Gamification is a technique that reuses game design and elements in others contexts, such as e-commerces systems virtual learning environments. When applied the educational area, gamification purpose to promote better user experience by improving students' motivation engagement. There are already several studies applying systems, many ways evaluate its effects on students. Thus, aim of this work investigate how these compare usage environments through systematic mapping. From 832 returned...
Personalization of gamification is an alternative to overcome the shortcomings one-size-fits-all approach, but few empirical studies analyzing its effects do not provide conclusive results. While many user and contextual information affect gamified experiences, prior personalized research focused on a single characteristic/dimension. Therefore, we hypothesize if multidimensional approach for gamification, considering multiple (user contextual) information, can improve motivation when...
Game designers and researchers have sought to create gameful environments that consider user preferences increase engagement motivation. In this sense, it is essential identify the most suitable game elements for users' profiles. Designers must choose strategies classify users into predefined profiles select appropriate each user. This activity may challenge designers, learning since they base their choice on personal aspects require a deep understanding. Therefore, article aims assist in...
Gamification, which is the use of game elements in non-game contexts, has been widely applied order to persuade and engage their users with a specific purpose. Since each user different characteristics, his/her experience during interaction these becomes singular gamification may not always have expected outcome. This paper presents framework assist design, development evaluation user-centered gamification. Based on major works concepts field, seven main aspects that influence were raised...
This work presents a new approach to the learning path model in e-learning systems. The uses data from database records an system and graphs as representation. In this work, authors show how can be used represent visually paths, behavior analysis, help suggest group formation for collaborative activities, thus assist teacher making decisions. To validate practical utility of model, created two tools, one visualize paths another groups students activities. Both tools were tested real...
Learning Analytics (LA) is a field that aims to optimize learning through the study of dynamical processes occurring in students' context. It covers measurement, collection, analysis and reporting data about students their contexts. This at surveying existing research on LA identify approaches, topics, needs for future research. A systematic mapping launched find as much literature possible. The 127 papers found (resulting 116 works) are classified with respect goals, types, techniques,...
Abstract Gamification applies game elements in non-game contexts to improve users’ experience. One of the that have mostly taken advantage gamification is educational one. However, students’ experience unique, since it varies according their profile. Therefore, individualities each student must be considered This paper aims explore properties and analyze results user-centered application. For this, we proposed a framework focused on context, taking into account personal, functional,...
A gamificação está relacionada ao uso de elementos jogos em contextos não relacionados com jogos. Atualmente, diferentes áreas fazem sistemas gamificados, tais como entretenimento, saúde e especialmente a educação, uma vez que fornece alternativa para engajar motivar os estudantes durante o processo aprendizagem. Este trabalho tem objetivo investigar as técnicas existentes analisar quais são utilizadas nos Ambientes Virtuais Aprendizagem (AVAs). Dez AVAs foram investigados. Como resultado,...
Abstract Intense social media interaction, wearable devices, mobile applications, and pervasive use of sensors have created a personal information ecosystem for gathering traces individual behavior. These are the digital legacy individuals build all through their lives. Advances in artificial intelligence fed our dream to agents trained with these behave similarly deceased person, facing possibility immortalizing ideas, reasoning Are people prepared that? willing do How perceive letting...
This paper presents a visual exploration of the field Human Computer Interaction in Brazil from fifteen-year analysis production Brazilian Symposium on Factors Computing Systems (IHC). Our is based data-driven exploration, and it can help to get insights data identify topics evolution, central authors institutions, important trends.