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Paula T. Palomino
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2020 – today
- 2024
- [j18]Alenilton Silva, André Araújo, Paula T. Palomino, Rafael Dias Araújo, Diego Dermeval:
Mastering Requirements Volatility: Strategies for Dynamic Environments and Multiple Stakeholders in Government Software Projects. IEEE Access 12: 183060-183077 (2024) - [j17]Luiz A. L. Rodrigues, Paula T. Palomino, Armando M. Toda, Ana C. T. Klock, Marcela Pessoa, Filipe D. Pereira, Elaine H. T. Oliveira, David Braga Fernandes de Oliveira, Alexandra I. Cristea, Isabela Gasparini, Seiji Isotani:
How Personalization Affects Motivation in Gamified Review Assessments. Int. J. Artif. Intell. Educ. 34(2): 147-184 (2024) - [j16]Wilk Oliveira, Juho Hamari, William Ferreira, Olena Pastushenko, Armando M. Toda, Paula Toledo Palomino, Seiji Isotani:
Uncovering associations between users' behaviour and their flow experience. Behav. Inf. Technol. 43(14): 3416-3435 (2024) - [j15]Ahmed Hosny Saleh Metwally, Ronghuai Huang, Paula Toledo Palomino, Ahmed Mohamed Fahmy Yousef:
The effect of micro gamified online homework on gameful experience, intrinsic motivation, engagement, and cognitive load. Educ. Inf. Technol. 29(18): 24489-24523 (2024) - [j14]Armando Maciel Toda, Paula Toledo Palomino, Luiz A. L. Rodrigues, Ana Carolina Tomé Klock, Filipe Dwan Pereira, Simone de Sousa Borges, Isabela Gasparini, Elaine Harada Teixeira de Oliveira, Seiji Isotani, Alexandra Ioana Cristea:
Brazilian Teachers' concerns towards the use of Gamification in Education: perceived barriers to its adoption. Revista Brasileira de Informática na Educ. 32: 510-532 (2024) - [j13]Paula T. Palomino, Seiji Isotani:
Enhancing User Experience in Learning Environments: a Narrative Gamification Framework for Education. J. Interact. Syst. 15(1): 478-489 (2024) - [j12]José Alexandre de Freitas, Mateus Oliveira, Carlos Martinelli, Fernando Amorim, Armando M. Toda, Paula T. Palomino, Ana C. T. Klock, Guilherme Corredato Guerino, Anderson P. Avila-Santos, Luiz A. L. Rodrigues:
Sensation in Gamification: A Qualitative Investigation of Background Music in Gamified Learning. J. Interact. Syst. 15(1): 810-822 (2024) - [j11]Katja Rogers, Teresa Hirzle, Sukran Karaosmanoglu, Paula Toledo Palomino, Ekaterina Durmanova, Seiji Isotani, Lennart E. Nacke:
An Umbrella Review of Reporting Quality in CHI Systematic Reviews: Guiding Questions and Best Practices for HCI. ACM Trans. Comput. Hum. Interact. 31(5): 57:1-57:55 (2024) - [c15]Carlos S. Portela, Jorge Rocha, Paula T. Palomino, Rodrigo Lisbôa Pereira, Thiago Damasceno Cordeiro, Alan Silva, Ig Ibert Bittencourt, Diego Dermeval, Leonardo Brandão Marques, Seiji Isotani:
Bringing AIED, Public Policy and GDPR to Promote Educational Opportunities in Brazil. AIED Companion (1) 2024: 74-86 - [c14]Emanuel Felipe Duarte, Paula Toledo Palomino, Taciana Pontual Falcão, Grace Lis Proença Meireles Barreto Porto, Carlos dos Santos Portela, Douglas Francisco Ribeiro, André Nascimento, Yuska Paola Costa Aguiar, Maurício R. de A. Souza, Angelita Moutin Segoria Gasparotto, Armando Maciel Toda:
GranDIHC-BR 2025-2035 - GC6: Implications of Artificial Intelligence in HCI: A Discussion on Paradigms Ethics and Diversity Equity and Inclusion✱. IHC 2024: 22 - 2023
- [j10]Wilk Oliveira, Juho Hamari, Lei Shi, Armando M. Toda, Luiz A. L. Rodrigues, Paula T. Palomino, Seiji Isotani:
Tailored gamification in education: A literature review and future agenda. Educ. Inf. Technol. 28(1): 373-406 (2023) - [j9]Paula T. Palomino, Luiz A. L. Rodrigues, Alessandra Luz, Armando M. Toda, Lennart E. Nacke, Seiji Isotani:
Predicting user types with symbolic images: An empirical validation based on two card-sorting studies. Entertain. Comput. 47: 100596 (2023) - [j8]Paula T. Palomino, Armando M. Toda, Luiz A. L. Rodrigues, Wilk Oliveira, Lennart E. Nacke, Seiji Isotani:
An ontology for modelling user' profiles and activities in gamified education. Res. Pract. Technol. Enhanc. Learn. 18: 18 (2023) - [c13]Paula Toledo Palomino, Lennart E. Nacke, Seiji Isotani:
Gamification of Virtual Learning Environments: A Narrative and User Experience Approach. IHC 2023: 38:1-38:10 - 2022
- [j7]Luiz A. L. Rodrigues, Filipe D. Pereira, Armando M. Toda, Paula T. Palomino, Wilk Oliveira, Marcela Pessoa, Leandro S. G. Carvalho, David B. F. Oliveira, Elaine Harada T. de Oliveira, Alexandra I. Cristea, Seiji Isotani:
Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms. ACM Trans. Comput. Educ. 22(3): 30:1-30:27 (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) - [j5]Luiz A. L. Rodrigues, Armando M. Toda, Wilk Oliveira, Paula Toledo Palomino, Julita Vassileva, Seiji Isotani:
Automating Gamification Personalization to the User and Beyond. IEEE Trans. Learn. Technol. 15(2): 199-212 (2022) - [c12]Armando M. Toda, Paula T. Palomino, Luiz A. L. Rodrigues, Ana C. T. Klock, Filipe D. Pereira, Simone de Sousa Borges, Isabela Gasparini, Elaine H. Teixeira, Seiji Isotani, Alexandra I. Cristea:
Gamification Through the Looking Glass - Perceived Biases and Ethical Concerns of Brazilian Teachers. AIED (2) 2022: 259-262 - [c11]Luiz A. L. Rodrigues, Armando M. Toda, Filipe D. Pereira, Paula T. Palomino, Ana C. T. Klock, Marcela Pessoa, David B. F. Oliveira, Isabela Gasparini, Elaine H. T. Oliveira, Alexandra I. Cristea, Seiji Isotani:
GARFIELD: A Recommender System to Personalize Gamified Learning. AIED (1) 2022: 666-672 - [c10]Armando M. Toda, Ana C. T. Klock, Filipe Dwan Pereira, Luiz A. L. Rodrigues, Paula Toledo Palomino, Vinícius Lopes, Craig D. Stewart, Elaine H. T. Oliveira, Isabela Gasparini, Seiji Isotani, Alexandra I. Cristea:
Towards the understanding of cultural differences in between gamification preferences: A data-driven comparison between the US and Brazil. EDM 2022 - 2021
- [j4]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 PLAY): 287:1-287:25 (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) - [c9]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 - [c8]Paula T. Palomino, Luiz A. L. Rodrigues, Armando M. Toda, Seiji Isotani:
Enhancing Students' Learning Experience Through Gamification: Perspectives and Challenges. GranDGamesBR 2021: 113-133 - [c7]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 - [i4]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) - [i3]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) - 2020
- [c6]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 - [c5]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 - [c4]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 - [i2]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) - [i1]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)
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) - [c3]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 - [c2]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 - [c1]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
Coauthor Index
aka: Alexandra Ioana Cristea
aka: Ana Carolina Tomé Klock
aka: Elaine Harada Teixeira de Oliveira
aka: Elaine H. T. Oliveira
aka: Elaine H. Teixeira
aka: Armando Maciel Toda
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