Gamification in e-Learning Systems: A Conceptual Model to Engage Students and Its Application in an Adaptive e-Learning System. - Ana Carolina Tomé Klock; Lucas Felipe Da Cunha; Mayco Farias de Carvalho; Brayan Eduardo Rosa; Andressa Jaqueline Anton; Isabela Gasparini (HCI (24), 2015)

A Usability Evaluation of Fitness-Tracking Apps for Initial Users. - Ana Carolina Tomé Klock; Isabela Gasparini (HCI (28), 2015)

5W2H Framework: a guide to design, develop and evaluate the user-centered gamification. - Ana Carolina Tomé Klock; Isabela Gasparini; Marcelo Soares Pimenta (IHC, 2016)

Motivação e jogos digitais para o processo de ensino-aprendizagem: um estudo sobre suas relações. - Irmgard A. H. C. Nakazoni; Ana Carolina Tomé Klock; Isabela Gasparini; Marcelo da Silva Hounsell (WAIHCWS, 2016)

Avaliação de Usabilidade de Sistemas de Gerenciamento de Referências Bibliográficas [Usability Evaluation of Reference Management Systems]. - Ana Carolina Tomé Klock; Irmgard A. H. C. Nakazoni; Isabela Gasparini; Marcelo da Silva Hounsell (SBSI, 2016)

Integration of Learning Analytics Techniques and Gamification: An Experimental Study. - Ana Carolina Tomé Klock; Aline Nunes Ogawa; Isabela Gasparini; Marcelo Soares Pimenta (ICALT, 2018)

Does gamification matter?: a systematic mapping about the evaluation of gamification in educational environments. - Ana Carolina Tomé Klock; Aline Nunes Ogawa; Isabela Gasparini; Marcelo Soares Pimenta (SAC, 2018)

Designing, Developing and Evaluating Gamification: An Overview and Conceptual Approach. - Ana Carolina Tomé Klock; Isabela Gasparini; Marcelo Soares Pimenta (Data Analytics Approaches in Educational Games and Gamification Systems, 2019)

A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation. - Armando Maciel Toda; Wilk Oliveira; Ana Carolina Tomé Klock; Paula Toledo Palomino; Marcelo Pimenta; Ig Ibert Bittencourt; Lei Shi 003; Isabela Gasparini; Seiji Isotani; Alexandra I. Cristea (ICALT, 2019)

How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education. - Armando M. Toda; Paula T. Palomino; Wilk Oliveira; Luiz A. L. Rodrigues; Ana C. T. Klock; Isabela Gasparini; Alexandra I. Cristea; Seiji Isotani (J. Educ. Technol. Soc., 2019)

User-Centered Gamification for E-Learning Systems: A Quantitative and Qualitative Analysis of its Application. - Ana Carolina Tomé Klock; Isabela Gasparini; Marcelo Soares Pimenta (Interact. Comput., 2019)

Analysing gamification elements in educational environments using an existing Gamification taxonomy. - Armando Maciel Toda; Ana Carolina Tomé Klock; Wilk Oliveira; Paula Toledo Palomino; Luiz A. L. Rodrigues; Lei Shi 003; Ig Ibert Bittencourt; Isabela Gasparini; Seiji Isotani; Alexandra I. Cristea (Smart Learn. Environ., 2019)

A study on the impact of gamification on students' behavior and performance through learning paths. - Êrica Peters do Carmo; Ana Carolina Tomé Klock; Elaine Harada Teixeira de Oliveira; Isabela Gasparini (ICALT, 2020)

GamiCSM: relating education, culture and gamification - a link between worlds. - 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 (IHC, 2020)

Tailored gamification: A review of literature. - Ana Carolina Tomé Klock; Isabela Gasparini; Marcelo Soares Pimenta; Juho Hamari (Int. J. Hum. Comput. Stud., 2020)

Preconceptions towards gamifying work: A thematic analysis of responses of a maritime logistics organization. - Eetu Wallius; Ana Carolina Tomé Klock; Vilhelmiina Eronen; Juho Hamari (MindTrek, 2021)

Personalization Improves Gamification: Evidence from a Mixed-methods Study. - Luiz A. L. Rodrigues; Paula T. Palomino; Armando M. Toda; Ana C. T. Klock; Wilk Oliveira; Anderson P. Avila-Santos; Isabela Gasparini; Seiji Isotani (Proc. ACM Hum. Comput. Interact., 2021)

GARFIELD: A Recommender System to Personalize Gamified Learning. - 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 (AIED (1), 2022)

Gamification Through the Looking Glass - Perceived Biases and Ethical Concerns of Brazilian Teachers. - 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 (AIED (2), 2022)

Towards the understanding of cultural differences in between gamification preferences: A data-driven comparison between the US and Brazil. - 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 (EDM, 2022)

Playing it safe: A literature review and research agenda on motivational technologies in transportation safety. - Eetu Wallius; Ana Carolina Tomé Klock; Juho Hamari (Reliab. Eng. Syst. Saf., 2022)

Designing tailored gamification: A mixed-methods study on expert perspectives and user behavior in a gamified app for sustainability at work. - Jeanine Krath; Ana Carolina Tomé Klock; Benedikt Morschheuser; Nikoletta Zampeta Legaki; Solip Park; Harald F. O. von Korflesch; Juho Hamari (GamiFIN, 2023)

How are gameful experience dimensions associated with intrinsic and extrinsic motivation? Results from an online vignette study. - Eetu Wallius; Ana Carolina Tomé Klock; Juho Hamari (GamiFIN, 2023)

Gamification and Policy Compliance: Results from an Online Vignette Experiment in the Context of Social Distancing for Public Health Security. - Eetu Wallius; Ana Carolina Tomé Klock; Juho Hamari (HICSS, 2023)

Ethical Challenges in Gamified Education Research and Development: An Umbrella Review and Potential Directions. - Ana Carolina Tomé Klock; Brenda Salenave Santana; Juho Hamari (CoRR, 2023)

Gamified scaffolding in formal education: A scoping review. - Bernice Beukes; Ana Carolina Tomé Klock; Nikoletta Zampeta Legaki; Juho Hamari (HICSS, 2024)

Introduction to the Minitrack on Gamification. - Juho Hamari; Nannan Xi; Ana Carolina Tomé Klock; Benedikt Morschheuser (HICSS, 2024)

Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design. - 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 (Int. J. Hum. Comput. Stud., 2024)

Brazilian Teachers' concerns towards the use of Gamification in Education: perceived barriers to its adoption. - Armando Maciel Toda; Paula Toledo Palomino; Luiz A. L. Rodrigues; Ana Carolina Tomé Klock; Filipe Dwan Pereira; Simone de Sousa Borges; Isabela Gasparini; Elaine Harada Teixeira de Oliveira; Seiji Isotani; Alexandra Ioana Cristea (Revista Brasileira de Informática na Educ., 2024)

Sensation in Gamification: A Qualitative Investigation of Background Music in Gamified Learning. - José Alexandre de Freitas; Mateus Oliveira; Carlos Martinelli; Fernando Amorim; Armando M. Toda; Paula T. Palomino; Ana C. T. Klock; Guilherme Corredato Guerino; Anderson P. Avila-Santos; Luiz A. L. Rodrigues (J. Interact. Syst., 2024)

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

From forceful compliance to motivated endorsement: effects of gamification on policy compliance during COVID-19. - Eetu Wallius; Ana Carolina Tomé Klock; Juho Hamari (Behav. Inf. Technol., 2024)

Digital Games For Conflict Mediation: a Study on The Developers' Responsibility Practices and The Way Forward. - Georgina Guillen; Nevena Sicevic; Ana Carolina Tomé Klock; Juho Hamari (CHI Extended Abstracts, 2025)