Ismar Frango Silveira

Orcid: 0000-0001-8029-072X

According to our database1, Ismar Frango Silveira authored at least 35 papers between 2003 and 2023.

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

Timeline

Legend:

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PhD thesis 
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Online presence:

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Bibliography

2023
Design Lenses-based process to evaluate interfaces for mobile devices.
CLEI Electron. J., May, 2023

A Digital Ecosystem with Pedagogical Aspects to Support the Creation of Accessible Educational Resources.
Proceedings of the Information Systems and Technologies, 2023

2022
A Collaborative Learning Framework for Computational Thinking Development through Game Programming.
Informatics Educ., 2022

Analysis of the Teaching of Programming and Evaluation of Computational Thinking in Recently Admitted Students at a Public University in the Andean Region of Peru.
Proceedings of the International Congress of Trends in Educational Innovation, 2022

2021
Iguales en las diferencias: iniciativas de investigación transnacionales sobre Informática Educativa en Latinoamérica en el periodo 2010-2020.
Revista Brasileira de Informática na Educ., 2021

2020
COVID-19, Mudanças em Práticas Educacionais e a Percepção de Estresse por Docentes do Ensino Superior no Brasil.
Revista Brasileira de Informática na Educ., 2020

A Systematic Review on Open Educational Games for Programming Learning and Teaching.
Int. J. Emerg. Technol. Learn., 2020

Digital Storytelling and Blockchain as Pedagogy and Technology to Support the Development of an Inclusive Smart Learning Ecosystem.
Proceedings of the Trends and Innovations in Information Systems and Technologies, 2020

Accessibility Recommendations for Open Educational Resources for People with Learning Disabilities.
Proceedings of the Trends and Innovations in Information Systems and Technologies, 2020

Applying Agile Software Engineering to Develop Computational Thinking in Children.
Proceedings of the Trends and Innovations in Information Systems and Technologies, 2020

Serious Games for Learning: A Quantitative Review of Literature.
Proceedings of the Serious Games - Joint International Conference, 2020

A Smart Ecosystem for Learning and Inclusion: An Architectural Overview.
Proceedings of the Computational Science and Its Applications - ICCSA 2020, 2020

2019
Desenvolvimento do Pensamento Computacional por Meio da Colaboração: uma revisão sistemática da literatura.
Revista Brasileira de Informática na Educ., 2019

Inclusive Educational Resources.
Rev. Iberoam. de Tecnol. del Aprendiz., 2019

Adding and Segmenting Educational Videos: Experiences of Teacher Users in an Educational Portal.
IEEE Access, 2019

Developing Handwriting Skills in Children with Dyspraxia: A Gestural User Interface-based approach.
Proceedings of the XX International Conference on Human Computer Interaction, 2019

A Knowledge Visualization Course for the Era of Data Science.
Proceedings of the XLV Latin American Computing Conference, 2019

2018
Flow Theory to Promote Learning in Educational Systems: Is it Really Relevant?
Revista Brasileira de Informática na Educ., 2018

Mathematics Learning through Computational Thinking Activities: A Systematic Literature Review.
J. Univers. Comput. Sci., 2018

An Open Perspective for Educational Games.
J. Inf. Technol. Res., 2018

Open educational resources: A brief vision from IEEE topics.
Proceedings of the 2018 IEEE Global Engineering Education Conference, 2018

2017
getOA 1.2: A Semantic Search Tool for Learning Objects in Repositories with Portuguese Language Support.
Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web, 2017

Self-organizing maps to find computational thinking features in a game building workshop.
Proceedings of the 2017 XLIII Latin American Computer Conference, 2017

The authorship in the production of open educational resources in the multinational context.
Proceedings of the 2017 XLIII Latin American Computer Conference, 2017

2016
Inovação e Criatividade na Educação Básica: Dos con-ceitos ao ecossistema.
Revista Brasileira de Informática na Educ., 2016

2014
Enhancing the Understanding of 3D Objects for Engineering Students: A Mixed Methodology of AR Application and Traditional Educational Materials.
Proceedings of the 16th Symposium on Virtual and Augmented Reality, 2014

Instructional Design Models to support Collaborative Open Books for Open Education.
Proceedings of the XV International Conference on Human Computer Interaction, 2014

2013
A Digital Ecosystem for the Collaborative Production of Open Textbooks: The LATIn Methodology.
J. Inf. Technol. Educ. Res., 2013

IHC no ensino técnico: dois relatos de experiência.
Proceedings of the Anais do IV Workshop sobre Ensino de IHC, 2013

Informal HCI: what may students learn from playability issues during a game design workshop?
Proceedings of the First Chilean Conference on Human, 2013

2012
Teaching Computational Thinking in initial series An analysis of the confluence among mathematics and Computer Sciences in elementary education and its implications for higher education.
Proceedings of the 2012 XXXVIII Conferencia Latinoamericana En Informatica (CLEI), 2012

2011
Anãlise comparativa de heurísticas para avaliação de jogos digitais.
Proceedings of the 10th Brazilian Symposium on Human Factors in Computing Systems and the 5th Latin American Conference on Human Computer Interaction, 2011

2010
Editorial.
Revista Brasileira de Informática na Educ., 2010

Teaching Programming Principles through a Game Engine.
CLEI Electron. J., 2010

2003
From Socrates to PIAGET: Patterns for Distance Learning.
Proceedings of the 2003 IEEE International Conference on Advanced Learning Technologies, 2003


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