Paula T. Palomino
Orcid: 0000-0002-9730-2253
According to our database1,
Paula T. Palomino
authored at least 30 papers
between 2019 and 2024.
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Bibliography
2024
Behav. Inf. Technol., October, 2024
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
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
Educ. Inf. Technol., January, 2023
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
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
Proceedings of the Artificial Intelligence in Education - 23rd International Conference, 2022
2021
User Model. User Adapt. Interact., 2021
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
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
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
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