Armando M. Toda

Orcid: 0000-0003-2681-8698

According to our database1, Armando M. Toda authored at least 54 papers between 2014 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

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Bibliography

2024
Uncovering associations between users' behaviour and their flow experience.
Behav. Inf. Technol., October, 2024

How Personalization Affects Motivation in Gamified Review Assessments.
Int. J. Artif. Intell. Educ., June, 2024

The engage taxonomy: SDT-based measurable engagement indicators for MOOCs and their evaluation.
User Model. User Adapt. Interact., April, 2024

Recommender systems for teachers: The relation between social ties and the effectiveness of socially-based features.
Comput. Educ., March, 2024

Sensation in Gamification: A Qualitative Investigation of Background Music in Gamified Learning.
J. Interact. Syst., 2024

Brazilian Teachers' concerns towards the use of Gamification in Education: perceived barriers to its adoption.
Revista Brasileira de Informática na Educ., 2024

2023
Predicting user types with symbolic images: An empirical validation based on two card-sorting studies.
Entertain. Comput., August, 2023

Tailored gamification in education: A literature review and future agenda.
Educ. Inf. Technol., January, 2023

An ontology for modelling user' profiles and activities in gamified education.
Res. Pract. Technol. Enhanc. Learn., 2023

2022
Automating Gamification Personalization to the User and Beyond.
IEEE Trans. Learn. Technol., 2022

The effects of personalized gamification on students' flow experience, motivation, and enjoyment.
Smart Learn. Environ., 2022

Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms.
ACM Trans. Comput. Educ., 2022

Towards the understanding of cultural differences in between gamification preferences: A data-driven comparison between the US and Brazil.
Proceedings of the 15th International Conference on Educational Data Mining, 2022

Assisting Teachers in Finding Online Learning Resources: The Value of Social Recommendations.
Proceedings of the Artificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners' and Doctoral Consortium, 2022

Gamification Through the Looking Glass - Perceived Biases and Ethical Concerns of Brazilian Teachers.
Proceedings of the Artificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners' and Doctoral Consortium, 2022

GARFIELD: A Recommender System to Personalize Gamified Learning.
Proceedings of the Artificial Intelligence in Education - 23rd International Conference, 2022

2021
The relationship between user types and gamification designs.
User Model. User Adapt. Interact., 2021

Personalization Improves Gamification: Evidence from a Mixed-methods Study.
Proc. ACM Hum. Comput. Interact., 2021

Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons.
Proceedings of the SIGCSE '21: The 52nd ACM Technical Symposium on Computer Science Education, 2021

Encouraging Teacher-Sourcing of Social Recommendations Through Participatory Gamification Design.
Proceedings of the Intelligent Tutoring Systems - 17th International Conference, 2021

A Recommender System Based on Effort: Towards Minimising Negative Affects and Maximising Achievement in CS1 Learning.
Proceedings of the Intelligent Tutoring Systems - 17th International Conference, 2021

Enhancing Students' Learning Experience Through Gamification: Perspectives and Challenges.
Proceedings of the Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030, 2021

Does gamification affect flow experience? A systematic literature review.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

2020
Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study.
CoRR, 2020

Social Interactions Clustering MOOC Students: An Exploratory Study.
CoRR, 2020

Using learning analytics in the Amazonas: understanding students' behaviour in introductory programming.
Br. J. Educ. Technol., 2020

Personalized gamification: A literature review of outcomes, experiments, and approaches.
Proceedings of the TEEM'20: Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality, 2020

Can We Use Gamification to Predict Students' Performance? A Case Study Supported by an Online Judge.
Proceedings of the Intelligent Tutoring Systems - 16th International Conference, 2020

Exploring Navigation Styles in a FutureLearn MOOC.
Proceedings of the Intelligent Tutoring Systems - 16th International Conference, 2020

GamiCSM: relating education, culture and gamification - a link between worlds.
Proceedings of the IHC '20: XIX Brazilian Symposium on Human Factors in Computing Systems, 2020

Does Tailoring Gamified Educational Systems Matter? The Impact on Students' Flow Experience.
Proceedings of the 53rd Hawaii International Conference on System Sciences, 2020

2019
Analysing gamification elements in educational environments using an existing Gamification taxonomy.
Smart Learn. Environ., 2019

An approach for planning and deploying gamification concepts with social networks within educational contexts.
Int. J. Inf. Manag., 2019

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., 2019

Social Engagement versus Learning Engagement An Exploratory Study of FutureLearn Learners.
Proceedings of the 14th IEEE International Conference on Intelligent Systems and Knowledge Engineering, 2019

Demographical Changes of Student Subgroups in MOOCs: Towards Predicting At-Risk Students.
Proceedings of the Information Systems Development: Information Systems Beyond 2020, 2019

Revealing the Hidden Patterns: A Comparative Study on Profiling Subpopulations of MOOC Students.
Proceedings of the Information Systems Development: Information Systems Beyond 2020, 2019

A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation.
Proceedings of the 19th IEEE International Conference on Advanced Learning Technologies, 2019

Narrative for Gamification in Education: Why Should you Care?
Proceedings of the 19th IEEE International Conference on Advanced Learning Technologies, 2019

Planning Gamification Strategies based on User Characteristics and DM: A Gender-based Case Study.
Proceedings of the 12th International Conference on Educational Data Mining, 2019

Towards Automatic Flow Experience Identification in Educational Systems: A Theory-driven Approach.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

2018
GAMIFY-SN: A Meta-model for Planning and Deploying Gamification Concepts Within Social Networks - A Case Study.
Proceedings of the Trends and Advances in Information Systems and Technologies, 2018

Impact of Teaching Approaches to Computational Thinking on High School Students: A Systematic Mapping.
Proceedings of the 18th IEEE International Conference on Advanced Learning Technologies, 2018

2017
The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education.
Proceedings of the Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions, 2017

Educational games: A contribution to software testing education.
Proceedings of the 2017 IEEE Frontiers in Education Conference, 2017

2015
Um estudo preliminar sobre conceitos extrínsecos e intrínsecos do processo de Gamification.
Revista Brasileira de Informática na Educ., 2015

Evaluation of SiGMa, an empiric study with Math teachers.
Proceedings of the 2015 IEEE Frontiers in Education Conference, 2015

SSIE: An Automatic Data Extractor for Sports Management in Athletics Modality.
Proceedings of the 15th IEEE International Conference on Computer and Information Technology, 2015

2014
Utilizing gamification with social network to aid students in programming languages lessons in higher education IT courses (abstract only).
Proceedings of the 45th ACM Technical Symposium on Computer Science Education, 2014

Project SIGMA - An Online Tool to Aid Students in Math Lessons with Gamification Concepts.
Proceedings of the 33rd International Conference of the Chilean Computer Science Society, 2014

A Web System for Solving Real Problems Involving Partial Differential Equations in Generalized Coordinates.
Proceedings of the Computational Science and Its Applications - ICCSA 2014 - 14th International Conference, Guimarães, Portugal, June 30, 2014

Interactive Data Structure Learning Platform.
Proceedings of the Computational Science and Its Applications - ICCSA 2014 - 14th International Conference, Guimarães, Portugal, June 30, 2014

BrasilEduca - An open-source MOOC platform for Portuguese speakers with gamification concepts.
Proceedings of the IEEE Frontiers in Education Conference, 2014

A Gamified Online System to Aid in Math Lessons of Junior and Middle High Students.
Proceedings of the 14th IEEE International Conference on Computer and Information Technology, 2014


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