Wilk Oliveira
Orcid: 0000-0003-3928-6520
According to our database1,
Wilk Oliveira
authored at least 66 papers
between 2016 and 2024.
Collaborative distances:
Collaborative distances:
Timeline
Legend:
Book In proceedings Article PhD thesis Dataset OtherLinks
Online presence:
-
on orcid.org
On csauthors.net:
Bibliography
2024
Gameful strategies in the education of autistic children: a systematic literature review, scientometric analysis, and future research roadmap.
Smart Learn. Environ., December, 2024
Behav. Inf. Technol., October, 2024
ACM Trans. Comput. Educ., 2024
HíbriDoC: Método para a Classificação de Atividades de Computação Desplugada para uso no Ensino Híbrido.
Revista Brasileira de Informática na Educ., 2024
Parents' Perception of the Use of Virtual Reality-based Learning Systems for Children with Asperger's Syndrome.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2024
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2024
The Effects of Ecological Gamification on Learners' Engagement: A Quasi-Experimental Study.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2024
The Effects of Gamification on Students' Academic Performance: A Controlled Experimental Study.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2024
Flow Experience Analysis in Gameful Educational Environments: A Systematic Literature Review.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2024
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2024
The Effects of Gamification on Students' Flow Experience: A Controlled Experimental Study.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2024
The Relationship Between Students' Myers-Briggs Type Indicator and Their Behavior within Educational Systems.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2024
Global Trends in Flow Theory Research within Gameful Environments: A Scoping Review, Bibliometric Analysis and Agenda for Future Studies.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
2023
My Lovely Granny's Farm: An immersive virtual reality training system for children with autism spectrum disorder.
Educ. Inf. Technol., December, 2023
Educ. Inf. Technol., January, 2023
Res. Pract. Technol. Enhanc. Learn., 2023
Eles Percebem o que Queremos? Um Estudo Sobre a Percepção dos Estudantes em um Sistema Educacional Gamificado.
Revista Brasileira de Informática na Educ., 2023
The Consistency of Gamification User Types: A Study on the Change of Preferences over Time.
Proc. ACM Hum. Comput. Interact., 2023
The Relationship between Users' Behavior and Their Flow Experience in Gamified Systems.
Proc. ACM Hum. Comput. Interact., 2023
Exploring the Use of Social Gamification During and After Emergency Remote Teaching Caused by Covid-19.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2023
Understanding the Effects of Gender, Age, and Cultural Orientation on Users' Flow Experience During the Use of a Gameful Educational System.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2023
Gameful Approaches for the Education of Autistic Children: A Systematic Mapping and Research Agenda.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2023
An Early Case Study Analyzing Teachers' Acceptance Towards of the Use of Gameful Approaches in Education in Brazil.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2023
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023
An Experience Report on Teachers' Training for Unplugged Gamified Teaching in Brazil.
Proceedings of the IEEE Frontiers in Education Conference, 2023
UnplugGamify: A Didactic Material to Support Student-Centered Unplugged Gamification.
Proceedings of the IEEE Frontiers in Education Conference, 2023
2022
IEEE Trans. Learn. Technol., 2022
The effects of personalized gamification on students' flow experience, motivation, and enjoyment.
Smart Learn. Environ., 2022
Os Efeitos da Gamificação Personalizada na Experiência de Ensino e Aprendizagem Durante o Ensino Remoto Emergencial.
Revista Brasileira de Informática na Educ., 2022
Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms.
ACM Trans. Comput. Educ., 2022
Brain-imaging techniques in educational technologies: A systematic literature review.
Educ. Inf. Technol., 2022
The Relationship Between Students' Flow Experience and Their Behavior Data in Gamified Educational Systems.
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022, 2022
2021
User Model. User Adapt. Interact., 2021
Predicting students' flow experience through behavior data in gamified educational systems.
Smart Learn. Environ., 2021
Desenvolvimento e Avaliação de Material Didático Desplugado para o Ensino de Computação na Educação Básica.
Revista Brasileira de Informática na Educ., 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
Modeling students' flow experience through data logs in gamified educational systems.
Proceedings of the 21st International Conference on Advanced Learning Technologies, 2021
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021
Covid-19 Survivor: Design and Evaluation of a Game to Improve Students' Experience During Social Isolation.
Proceedings of the Games and Learning Alliance - 10th International Conference, 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 Intelligent Tutoring Systems - 16th International Conference, 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
A Methodology for Multimodal Learning Analytics and Flow Experience Identification within Gamified Assignments.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020
2019
Analysing gamification elements in educational environments using an existing Gamification taxonomy.
Smart Learn. Environ., 2019
Does Gamification Improve Flow Experience in Classroom? An Analysis of Gamer Types in Collaborative and Competitive Settings.
Revista Brasileira de Informática na Educ., 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
Software Requirements for the Design of Gamified Applications for Time Management and Tasks for Children and Adolescents with ADHD.
Proceedings of the XV Brazilian Symposium on Information Systems, 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
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
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
Towards Automatic Flow Experience Identification in Educational Systems: A Human-computer Interaction Approach.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019
2018
Revista Brasileira de Informática na Educ., 2018
2016
Revista Brasileira de Informática na Educ., 2016