Luiz A. L. Rodrigues

Orcid: 0000-0003-0343-3701

According to our database1, Luiz A. L. Rodrigues authored at least 30 papers between 2017 and 2024.

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

Timeline

Legend:

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Bibliography

2024
A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments.
IEEE Trans. Learn. Technol., 2024

2023
Predicting user types with symbolic images: An empirical validation based on two card-sorting studies.
Entertain. Comput., August, 2023

Toward Human-AI Collaboration: A Recommender System to Support CS1 Instructors to Select Problems for Assignments and Exams.
IEEE Trans. Learn. Technol., June, 2023

Tailored gamification in education: A literature review and future agenda.
Educ. Inf. Technol., January, 2023

An ontology for modelling user' profiles and activities in gamified education.
Res. Pract. Technol. Enhanc. Learn., 2023

Evaluation of a Hybrid AI-Human Recommender for CS1 Instructors in a Real Educational Scenario.
Proceedings of the Responsive and Sustainable Educational Futures, 2023

Question Classification with Constrained Resources: A Study with Coding Exercises.
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, 2023

2022
Automating Gamification Personalization to the User and Beyond.
IEEE Trans. Learn. Technol., 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

GARFIELD: A Recommender System to Personalize Gamified Learning.
Proceedings of the Artificial Intelligence in Education - 23rd International Conference, 2022

2021
The relationship between user types and gamification designs.
User Model. User Adapt. Interact., 2021

Personalization Improves Gamification: Evidence from a Mixed-methods Study.
Proc. ACM Hum. Comput. Interact., 2021

Explaining Individual and Collective Programming Students' Behavior by Interpreting a Black-Box Predictive Model.
IEEE Access, 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

Does gamification affect flow experience? A systematic literature review.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

2020
Procedural versus human level generation: Two sides of the same coin?
Int. J. Hum. Comput. Stud., 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

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

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

Procedurally generating a digital math game's levels: Does it impact players' in-game behavior?
Entertain. Comput., 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

2018
Computational Intelligence in Sports: A Systematic Literature Review.
Adv. Hum. Comput. Interact., 2018

Improving Players' Profiles Clustering from Game Data Through Feature Extraction.
Proceedings of the 17th Brazilian Symposium on Computer Games and Digital Entertainment, SBGames 2018, Foz do Iguaçu, Brazil, October 29, 2018

EcoCloud: A Specialized Computer System for Elaboration Echocardiography Reports.
Proceedings of the 24th Americas Conference on Information Systems, 2018

2017
Sistema Integrado de Gestão Esportiva: uma Ferramenta de Apoio ao Programa Talento Olímpico do Paraná.
Proceedings of the 13th Brazilian Symposium on Information Systems, 2017


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