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Wilk Oliveira
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2020 – today
- 2022
- [j7]Kamilla Tenório
, Emanuel Pereira
, Sterfanno Remigio
, Derecky Costa
, Wilk Oliveira
, Diego Dermeval
, Alan Pedro da Silva, Ig Ibert Bittencourt
, Leonardo Brandão Marques
:
Brain-imaging techniques in educational technologies: A systematic literature review. Educ. Inf. Technol. 27(1): 1183-1212 (2022) - [j6]Wilk Oliveira
, Juho Hamari
, Sivaldo Joaquim
, Armando M. Toda
, Paula T. Palomino
, Julita Vassileva
, Seiji Isotani
:
The effects of personalized gamification on students' flow experience, motivation, and enjoyment. Smart Learn. Environ. 9(1): 16 (2022) - [c19]Wilk Oliveira, Kamilla Tenório, Juho Hamari, Seiji Isotani:
The Relationship Between Students' Flow Experience and Their Behavior Data in Gamified Educational Systems. HICSS 2022: 1-10 - 2021
- [j5]Luiz A. L. Rodrigues, Paula T. Palomino, Armando M. Toda, Ana C. T. Klock, Wilk Oliveira, Anderson P. Avila-Santos, Isabela Gasparini, Seiji Isotani:
Personalization Improves Gamification: Evidence from a Mixed-methods Study. Proc. ACM Hum. Comput. Interact. 5(CHI): 1-25 (2021) - [j4]Wilk Oliveira
, Kamilla Tenório
, Juho Hamari
, Olena Pastushenko
, Seiji Isotani
:
Predicting students' flow experience through behavior data in gamified educational systems. Smart Learn. Environ. 8(1): 30 (2021) - [j3]Ana Cláudia Guimarães Santos
, Wilk Oliveira
, Juho Hamari
, Luiz A. L. Rodrigues
, Armando M. Toda
, Paula T. Palomino
, Seiji Isotani
:
The relationship between user types and gamification designs. User Model. User Adapt. Interact. 31(5): 907-940 (2021) - [c18]Marianthi Grizioti
, Wilk Oliveira
, Varvara Garneli
:
Covid-19 Survivor: Design and Evaluation of a Game to Improve Students' Experience During Social Isolation. GALA 2021: 283-288 - [c17]Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Seiji Isotani:
Do people's user types change over time? An exploratory study. GamiFIN 2021: 90-99 - [c16]Wilk Oliveira, Olena Pastushenko, Luiz A. L. Rodrigues, Armando M. Toda, Paula T. Palomino, Juho Hamari, Seiji Isotani:
Does gamification affect flow experience? A systematic literature review. GamiFIN 2021: 110-119 - [c15]Wilk Oliveira, Seiji Isotani, Olena Pastushenko, Tomás Hruska, Juho Hamari:
Modeling students' flow experience through data logs in gamified educational systems. ICALT 2021: 97-101 - [c14]Luiz A. L. Rodrigues, Armando M. Toda, Wilk Oliveira, Paula T. Palomino, Anderson Paulo Avila Santos
, Seiji Isotani:
Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons. SIGCSE 2021: 184-190 - [i10]Luiz A. L. Rodrigues, Armando M. Toda, Wilk Oliveira, Paula T. Palomino, Julita Vassileva, Seiji Isotani:
Automating Gamification Personalization: To the User and Beyond. CoRR abs/2101.05718 (2021) - [i9]Wilk Oliveira, Olena Pastushenko, Luiz A. L. Rodrigues, Armando M. Toda, Paula T. Palomino, Juho Hamari, Seiji Isotani:
Does gamification affect flow experience? A systematic literature review. CoRR abs/2106.09942 (2021) - [i8]Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Seiji Isotani:
Do people's user types change over time? An exploratory study. CoRR abs/2106.10148 (2021) - 2020
- [c13]Olena Pastushenko, Wilk Oliveira, Seiji Isotani
, Tomás Hruska:
A Methodology for Multimodal Learning Analytics and Flow Experience Identification within Gamified Assignments. CHI Extended Abstracts 2020: 1-9 - [c12]Wilk Oliveira, Armando Maciel Toda, Paula Toledo Palomino, Lei Shi, Julita Vassileva, Ig Ibert Bittencourt, Seiji Isotani:
Does Tailoring Gamified Educational Systems Matter? The Impact on Students' Flow Experience. HICSS 2020: 1-10 - [c11]Armando M. Toda, Ana Carolina Tomé Klock, Paula T. Palomino, Luiz A. L. Rodrigues, Wilk Oliveira, Craig D. Stewart, Alexandra I. Cristea
, Isabela Gasparini, Seiji Isotani
:
GamiCSM: relating education, culture and gamification - a link between worlds. IHC 2020: 18:1-18:10 - [c10]Lei Shi
, Alexandra I. Cristea
, Armando Maciel Toda, Wilk Oliveira:
Exploring Navigation Styles in a FutureLearn MOOC. ITS 2020: 45-55 - [c9]Luiz A. L. Rodrigues, Armando M. Toda, Paula T. Palomino, Wilk Oliveira, Seiji Isotani:
Personalized gamification: A literature review of outcomes, experiments, and approaches. TEEM 2020: 699-706 - [i7]Lei Shi, Alexandra I. Cristea, Ahmad Alamri, Armando Maciel Toda, Wilk Oliveira:
Social Interactions Clustering MOOC Students: An Exploratory Study. CoRR abs/2008.03982 (2020) - [i6]Lei Shi, Alexandra I. Cristea, Armando Maciel Toda, Wilk Oliveira:
Exploring Navigation Styles in a FutureLearn MOOC. CoRR abs/2008.04373 (2020) - [i5]Lei Shi, Alexandra I. Cristea, Armando Maciel Toda, Wilk Oliveira:
Social Engagement versus Learning Engagement - An Exploratory Study of FutureLearn Learners. CoRR abs/2008.04811 (2020) - [i4]Armando Maciel Toda, Ana Carolina Tomé Klock, Wilk Oliveira, Paula Toledo Palomino, Luiz A. L. Rodrigues, Lei Shi, Ig Ibert Bittencourt, Isabela Gasparini, Seiji Isotani, Alexandra I. Cristea:
Analysing gamification elements in educational environments using an existing Gamification taxonomy. CoRR abs/2008.05473 (2020) - [i3]Armando Maciel Toda, Paula Toledo Palomino, Luiz A. L. Rodrigues, Wilk Oliveira, Lei Shi, Seiji Isotani, Alexandra I. Cristea:
Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study. CoRR abs/2008.05847 (2020) - [i2]Lei Shi, Alexandra I. Cristea, Armando M. Toda, Wilk Oliveira:
Revealing the Hidden Patterns: A Comparative Study on Profiling Subpopulations of MOOC Students. CoRR abs/2008.05850 (2020)
2010 – 2019
- 2019
- [j2]Armando M. Toda, Paula T. Palomino, Wilk Oliveira, Luiz A. L. Rodrigues, Ana C. T. Klock, Isabela Gasparini, Alexandra I. Cristea, Seiji Isotani:
How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education. J. Educ. Technol. Soc. 22(3): 47-60 (2019) - [j1]Armando Maciel Toda
, Ana Carolina Tomé Klock, Wilk Oliveira, Paula Toledo Palomino, Luiz A. L. Rodrigues, Lei Shi
, Ig Ibert Bittencourt, Isabela Gasparini, Seiji Isotani
, Alexandra I. Cristea:
Analysing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learn. Environ. 6(1): 16 (2019) - [c8]Wilk Oliveira:
Towards Automatic Flow Experience Identification in Educational Systems: A Human-computer Interaction Approach. CHI PLAY (Companion) 2019: 41-46 - [c7]Wilk Oliveira, Armando Maciel Toda, Paula Toledo Palomino, Luiz A. L. Rodrigues
, Seiji Isotani
, Lei Shi:
Towards Automatic Flow Experience Identification in Educational Systems: A Theory-driven Approach. CHI PLAY (Companion) 2019: 581-588 - [c6]Armando Maciel Toda, Wilk Oliveira, Lei Shi, Ig Ibert Bittencourt, Seiji Isotani, Alexandra I. Cristea
:
Planning Gamification Strategies based on User Characteristics and DM: A Gender-based Case Study. EDM 2019 - [c5]Armando Maciel Toda, Wilk Oliveira, Ana Carolina Tomé Klock, Paula Toledo Palomino, Marcelo Pimenta, Ig Ibert Bittencourt, Lei Shi
, Isabela Gasparini, Seiji Isotani
, Alexandra I. Cristea
:
A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation. ICALT 2019: 84-88 - [c4]Paula Toledo Palomino, Armando Maciel Toda, Wilk Oliveira, Alexandra I. Cristea
, Seiji Isotani
:
Narrative for Gamification in Education: Why Should you Care? ICALT 2019: 97-99 - [c3]Lei Shi, Alexandra I. Cristea, Armando Maciel Toda, Wilk Oliveira:
Revealing the Hidden Patterns: A Comparative Study on Profiling Subpopulations of MOOC Students. ISD 2019 - [c2]Lei Shi, Alexandra I. Cristea
, Armando M. Toda, Wilk Oliveira:
Social Engagement versus Learning Engagement An Exploratory Study of FutureLearn Learners. ISKE 2019: 476-483 - [c1]Tássio José Gonçalves Gomes, Wilk Oliveira dos Santos, Leonardo Brandão Marques, Patrick Henrique da Silva Brito, Ig Ibert Bittencourt:
Software Requirements for the Design of Gamified Applications for Time Management and Tasks for Children and Adolescents with ADHD. SBSI 2019: 9:1-9:8 - [i1]Armando Maciel Toda, Wilk Oliveira, Lei Shi
, Ig Ibert Bittencourt, Seiji Isotani, Alexandra I. Cristea:
Planning Gamification Strategies based on User Characteristics and DM: A Gender-based Case Study. CoRR abs/1905.09146 (2019)
Coauthor Index

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