Towards Automatic Flow Experience Identification in Educational Systems: A Theory-driven Approach. - Wilk Oliveira; Armando Maciel Toda; Paula Toledo Palomino; Luiz A. L. Rodrigues; Seiji Isotani; Lei Shi 003 (CHI PLAY (Companion), 2019)

Narrative for Gamification in Education: Why Should you Care? - Paula Toledo Palomino; Armando Maciel Toda; Wilk Oliveira; Alexandra I. Cristea; Seiji Isotani (ICALT, 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)

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)

Does Tailoring Gamified Educational Systems Matter? The Impact on Students' Flow Experience. - Wilk Oliveira; Armando Maciel Toda; Paula Toledo Palomino; Lei Shi 003; Julita Vassileva; Ig Ibert Bittencourt; Seiji Isotani (HICSS, 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)

Personalized gamification: A literature review of outcomes, experiments, and approaches. - Luiz A. L. Rodrigues; Armando M. Toda; Paula T. Palomino; Wilk Oliveira; Seiji Isotani (TEEM, 2020)

Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study. - Armando Maciel Toda; Paula Toledo Palomino; Luiz A. L. Rodrigues; Wilk Oliveira; Lei Shi 003; Seiji Isotani; Alexandra I. Cristea (CoRR, 2020)

Does gamification affect flow experience? A systematic literature review. - Wilk Oliveira; Olena Pastushenko; Luiz A. L. Rodrigues; Armando M. Toda; Paula T. Palomino; Juho Hamari; Seiji Isotani (GamiFIN, 2021)

Enhancing Students' Learning Experience Through Gamification: Perspectives and Challenges. - Paula T. Palomino; Luiz A. L. Rodrigues; Armando M. Toda; Seiji Isotani (GranDGamesBR, 2021)

Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons. - Luiz A. L. Rodrigues; Armando M. Toda; Wilk Oliveira; Paula T. Palomino; Anderson Paulo Avila Santos; Seiji Isotani (SIGCSE, 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)

The relationship between user types and gamification designs. - Ana Cláudia Guimarães Santos; Wilk Oliveira; Juho Hamari; Luiz A. L. Rodrigues; Armando M. Toda; Paula T. Palomino; Seiji Isotani (User Model. User Adapt. 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)

Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms. - Luiz A. L. Rodrigues; Filipe D. Pereira; Armando M. Toda; Paula T. Palomino; Wilk Oliveira; Marcela Pessoa; Leandro S. G. Carvalho; David B. F. Oliveira; Elaine Harada T. de Oliveira; Alexandra I. Cristea; Seiji Isotani (ACM Trans. Comput. Educ., 2022)

The effects of personalized gamification on students' flow experience, motivation, and enjoyment. - Wilk Oliveira; Juho Hamari; Sivaldo Joaquim; Armando M. Toda; Paula T. Palomino; Julita Vassileva; Seiji Isotani (Smart Learn. Environ., 2022)

Automating Gamification Personalization to the User and Beyond. - Luiz A. L. Rodrigues; Armando M. Toda; Wilk Oliveira; Paula Toledo Palomino; Julita Vassileva; Seiji Isotani (IEEE Trans. Learn. Technol., 2022)

Gamification of Virtual Learning Environments: A Narrative and User Experience Approach. - Paula Toledo Palomino; Lennart E. Nacke; Seiji Isotani (IHC, 2023)

An ontology for modelling user' profiles and activities in gamified education. - Paula T. Palomino; Armando M. Toda; Luiz A. L. Rodrigues; Wilk Oliveira; Lennart E. Nacke; Seiji Isotani (Res. Pract. Technol. Enhanc. Learn., 2023)

Tailored gamification in education: A literature review and future agenda. - Wilk Oliveira; Juho Hamari; Lei Shi 003; Armando M. Toda; Luiz A. L. Rodrigues; Paula T. Palomino; Seiji Isotani (Educ. Inf. Technol., 2023)

Predicting user types with symbolic images: An empirical validation based on two card-sorting studies. - Paula T. Palomino; Luiz A. L. Rodrigues; Alessandra Luz; Armando M. Toda; Lennart E. Nacke; Seiji Isotani (Entertain. Comput., 2023)

Bringing AIED, Public Policy and GDPR to Promote Educational Opportunities in Brazil. - Carlos S. Portela; Jorge Rocha 004; Paula T. Palomino; Rodrigo Lisbôa Pereira; Thiago Damasceno Cordeiro; Alan Silva; Ig Ibert Bittencourt; Diego Dermeval; Leonardo Brandão Marques; Seiji Isotani (AIED Companion (1), 2024)

AI in Education Unplugged Support Equity Between Rural and Urban Areas in Brazil. - Carlos S. Portela; Paula T. Palomino; Geiser Chalco Challco; Alvaro Sobrinho; Thiago Damasceno Cordeiro; Rafael Ferreira Leite de Mello; Diego Dermeval; Ig Ibert Bittencourt; Seiji Isotani (ICTD, 2024)

GranDIHC-BR 2025-2035 - GC6: Implications of Artificial Intelligence in HCI: A Discussion on Paradigms Ethics and Diversity Equity and Inclusion✱. - Emanuel Felipe Duarte; Paula Toledo Palomino; Taciana Pontual Falcão; Grace Lis Proença Meireles Barreto Porto; Carlos dos Santos Portela; Douglas Francisco Ribeiro; André Nascimento; Yuska Paola Costa Aguiar; Maurício R. de A. Souza; Angelita Moutin Segoria Gasparotto; Armando Maciel Toda (IHC, 2024)

Mastering Requirements Volatility: Strategies for Dynamic Environments and Multiple Stakeholders in Government Software Projects. - Alenilton Silva; André Araújo; Paula T. Palomino; Rafael Dias Araújo; Diego Dermeval (IEEE Access, 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)

Enhancing User Experience in Learning Environments: a Narrative Gamification Framework for Education. - Paula T. Palomino; Seiji Isotani (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)

Uncovering associations between users' behaviour and their flow experience. - Wilk Oliveira; Juho Hamari; William Ferreira; Olena Pastushenko; Armando M. Toda; Paula Toledo Palomino; Seiji Isotani (Behav. Inf. Technol., 2024)

An Umbrella Review of Reporting Quality in CHI Systematic Reviews: Guiding Questions and Best Practices for HCI. - Katja Rogers; Teresa Hirzle; Sukran Karaosmanoglu; Paula Toledo Palomino; Ekaterina Durmanova; Seiji Isotani; Lennart E. Nacke (ACM Trans. Comput. Hum. Interact., 2024)

The effect of micro gamified online homework on gameful experience, intrinsic motivation, engagement, and cognitive load. - Ahmed Hosny Saleh Metwally; Ronghuai Huang; Paula Toledo Palomino; Ahmed Mohamed Fahmy Yousef (Educ. Inf. Technol., 2024)

Beyond Detection: A Framework for Transforming Accessibility Evaluations into Implementable Fixes. - Paula T. Palomino; André Araújo; Alenilton Silva; Rafael Dias Araújo; Diego Dermeval; Grace Lis Porto; Sofia Simanke; Thiago Damasceno Cordeiro; Rodrigo Lisbôa Pereira (J. Interact. Syst., 2025)

Enhancing Developers Experience (DevEx) for Successful Design System Implementation. - Paula T. Palomino; Murilo Fonseca; Jefferson Souza; Armando M. Toda; Rodrigo Lisbôa Pereira; Thiago Damasceno Cordeiro; Alan Pedro da Silva; Diego Demerval (Int. J. Hum. Comput. Interact., 2025)