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Ana C. T. Klock
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2020 – today
- 2024
- [j8]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) - [j7]Jeanine Kirchner-Krath
, Maximilian Altmeyer
, Linda Schürmann
, Bastian Kordyaka
, Benedikt Morschheuser
, Ana Carolina Tomé Klock
, Lennart E. Nacke
, Juho Hamari
, Harald F. O. von Korflesch
:
Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design. Int. J. Hum. Comput. Stud. 190: 103314 (2024) - [c19]Juho Hamari, Nannan Xi, Ana Carolina Tomé Klock, Benedikt Morschheuser:
Introduction to the Minitrack on Gamification. HICSS 2024: 1317 - [c18]Bernice Beukes, Ana Carolina Tomé Klock, Nikoletta Zampeta Legaki, Juho Hamari:
Gamified scaffolding in formal education: A scoping review. HICSS 2024: 5144-5153 - 2023
- [c17]Jeanine Krath, Ana Carolina Tomé Klock, Benedikt Morschheuser, Nikoletta Zampeta Legaki, Solip Park, Harald F. O. von Korflesch, Juho Hamari:
Designing tailored gamification: A mixed-methods study on expert perspectives and user behavior in a gamified app for sustainability at work. GamiFIN 2023: 1-12 - [c16]Eetu Wallius, Ana Carolina Tomé Klock, Juho Hamari:
How are gameful experience dimensions associated with intrinsic and extrinsic motivation? Results from an online vignette study. GamiFIN 2023: 132-143 - [c15]Eetu Wallius, Ana Carolina Tomé Klock, Juho Hamari:
Gamification and Policy Compliance: Results from an Online Vignette Experiment in the Context of Social Distancing for Public Health Security. HICSS 2023: 2943-2952 - [i2]Ana Carolina Tomé Klock, Brenda Salenave Santana, Juho Hamari:
Ethical Challenges in Gamified Education Research and Development: An Umbrella Review and Potential Directions. CoRR abs/2309.14918 (2023) - 2022
- [j6]Eetu Wallius
, Ana Carolina Tomé Klock
, Juho Hamari:
Playing it safe: A literature review and research agenda on motivational technologies in transportation safety. Reliab. Eng. Syst. Saf. 223: 108514 (2022) - [c14]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 - [c13]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 - [c12]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
- [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 PLAY): 287:1-287:25 (2021) - [c11]Eetu Wallius
, Ana Carolina Tomé Klock
, Vilhelmiina Eronen, Juho Hamari:
Preconceptions towards gamifying work: A thematic analysis of responses of a maritime logistics organization. MindTrek 2021: 128-133 - 2020
- [j4]Ana Carolina Tomé Klock
, Isabela Gasparini
, Marcelo Soares Pimenta, Juho Hamari:
Tailored gamification: A review of literature. Int. J. Hum. Comput. Stud. 144: 102495 (2020) - [c10]Êrica Peters Do Carmo, Ana Carolina Tomé Klock, Elaine Harada Teixeira de Oliveira, Isabela Gasparini:
A study on the impact of gamification on students' behavior and performance through learning paths. ICALT 2020: 84-86 - [c9]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 - [i1]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)
2010 – 2019
- 2019
- [j3]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) - [j2]Ana Carolina Tomé Klock, Isabela Gasparini
, Marcelo Soares Pimenta:
User-Centered Gamification for E-Learning Systems: A Quantitative and Qualitative Analysis of its Application. Interact. Comput. 31(5): 425-445 (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]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 - [p1]Ana Carolina Tomé Klock, Isabela Gasparini, Marcelo Soares Pimenta:
Designing, Developing and Evaluating Gamification: An Overview and Conceptual Approach. Data Analytics Approaches in Educational Games and Gamification Systems 2019: 227-246 - 2018
- [c7]Ana Carolina Tomé Klock, Aline Nunes Ogawa, Isabela Gasparini, Marcelo Soares Pimenta:
Integration of Learning Analytics Techniques and Gamification: An Experimental Study. ICALT 2018: 133-137 - [c6]Ana Carolina Tomé Klock, Aline Nunes Ogawa, Isabela Gasparini, Marcelo Soares Pimenta:
Does gamification matter?: a systematic mapping about the evaluation of gamification in educational environments. SAC 2018: 2006-2012 - 2016
- [c5]Ana Carolina Tomé Klock, Isabela Gasparini, Marcelo Soares Pimenta:
5W2H Framework: a guide to design, develop and evaluate the user-centered gamification. IHC 2016: 14:1-14:10 - [c4]Irmgard A. H. C. Nakazoni, Ana Carolina Tomé Klock, Isabela Gasparini, Marcelo da Silva Hounsell:
Motivação e jogos digitais para o processo de ensino-aprendizagem: um estudo sobre suas relações. WAIHCWS 2016: 53-59 - [c3]Ana Carolina Tomé Klock, Irmgard A. H. C. Nakazoni, Isabela Gasparini, Marcelo da Silva Hounsell:
Avaliação de Usabilidade de Sistemas de Gerenciamento de Referências Bibliográficas [Usability Evaluation of Reference Management Systems]. SBSI 2016: 494-501 - 2015
- [c2]Ana Carolina Tomé Klock, Isabela Gasparini
:
A Usability Evaluation of Fitness-Tracking Apps for Initial Users. HCI (28) 2015: 457-462 - [c1]Ana Carolina Tomé Klock, Lucas Felipe Da Cunha, Mayco Farias de Carvalho, Brayan Eduardo Rosa, Andressa Jaqueline Anton, Isabela Gasparini
:
Gamification in e-Learning Systems: A Conceptual Model to Engage Students and Its Application in an Adaptive e-Learning System. HCI (24) 2015: 595-607
Coauthor Index
aka: Elaine Harada Teixeira de Oliveira
aka: Elaine H. T. Oliveira
aka: Elaine H. Teixeira
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last updated on 2024-07-08 22:24 CEST by the dblp team
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