Ana C. T. Klock

Orcid: 0000-0003-3774-6511

According to our database1, Ana C. T. Klock authored at least 27 papers between 2015 and 2024.

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

Timeline

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Bibliography

2024
Introduction to the Minitrack on Gamification.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

Gamified scaffolding in formal education: A scoping review.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

2023
Ethical Challenges in Gamified Education Research and Development: An Umbrella Review and Potential Directions.
CoRR, 2023

Gamification and Policy Compliance: Results from an Online Vignette Experiment in the Context of Social Distancing for Public Health Security.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

How are gameful experience dimensions associated with intrinsic and extrinsic motivation? Results from an online vignette study.
Proceedings of the 7th International GamiFIN Conference, 2023

Designing tailored gamification: A mixed-methods study on expert perspectives and user behavior in a gamified app for sustainability at work.
Proceedings of the 7th International GamiFIN Conference, 2023

2022
Playing it safe: A literature review and research agenda on motivational technologies in transportation safety.
Reliab. Eng. Syst. Saf., 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
Personalization Improves Gamification: Evidence from a Mixed-methods Study.
Proc. ACM Hum. Comput. Interact., 2021

Preconceptions towards gamifying work: A thematic analysis of responses of a maritime logistics organization.
Proceedings of the Mindtrek '21: Academic Mindtrek 2021, 2021

2020
Tailored gamification: A review of literature.
Int. J. Hum. Comput. Stud., 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

A study on the impact of gamification on students' behavior and performance through learning paths.
Proceedings of the 20th IEEE International Conference on Advanced Learning Technologies, 2020

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

User-Centered Gamification for E-Learning Systems: A Quantitative and Qualitative Analysis of its Application.
Interact. Comput., 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

Designing, Developing and Evaluating Gamification: An Overview and Conceptual Approach.
Proceedings of the Data Analytics Approaches in Educational Games and Gamification Systems, 2019

2018
Does gamification matter?: a systematic mapping about the evaluation of gamification in educational environments.
Proceedings of the 33rd Annual ACM Symposium on Applied Computing, 2018

Integration of Learning Analytics Techniques and Gamification: An Experimental Study.
Proceedings of the 18th IEEE International Conference on Advanced Learning Technologies, 2018

2016
Avaliação de Usabilidade de Sistemas de Gerenciamento de Referências Bibliográficas [Usability Evaluation of Reference Management Systems].
Proceedings of the XII Brazilian Symposium on Information Systems on Brazilian Symposium on Information Systems: Information Systems in the Cloud Computing Era, 2016

Motivação e jogos digitais para o processo de ensino-aprendizagem: um estudo sobre suas relações.
Proceedings of the Anais do VII Workshop sobre Aspectos da Interação Humano-Computador na Web Social (WAIHCWS'16) co-located with XV Simpósio Brasileiro sobre Fatores Humanos em Sistemas Computacionais (IHC 2016), 2016

5W2H Framework: a guide to design, develop and evaluate the user-centered gamification.
Proceedings of the 15th Brazilian Symposium on Human Factors in Computer Systems, 2016

2015
A Usability Evaluation of Fitness-Tracking Apps for Initial Users.
Proceedings of the HCI International 2015 - Posters' Extended Abstracts, 2015

Gamification in e-Learning Systems: A Conceptual Model to Engage Students and Its Application in an Adaptive e-Learning System.
Proceedings of the Learning and Collaboration Technologies, 2015


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