Paula T. Palomino

Orcid: 0000-0002-9730-2253

According to our database1, Paula T. Palomino authored at least 31 papers between 2019 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • 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

Enhancing User Experience in Learning Environments: a Narrative Gamification Framework for Education.
J. Interact. Syst., 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

GranDIHC-BR 2025-2035 - GC6: Implications of Artificial Intelligence in HCI: A Discussion on Paradigms Ethics and Diversity Equity and Inclusion✱.
Proceedings of the XXIII Brazilian Symposium on Human Factors in Computing Systems, 2024

Bringing AIED, Public Policy and GDPR to Promote Educational Opportunities in Brazil.
Proceedings of the Artificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners, Doctoral Consortium and Blue Sky, 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

Gamification of Virtual Learning Environments: A Narrative and User Experience Approach.
Proceedings of the XXII Brazilian Symposium on Human Factors in Computing Systems, 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

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

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

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

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

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

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

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


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