Evaluating the Impact of Mars and Venus Effect on the Use of an Adaptive Learning Technology for Portuguese and Mathematics. - Sivaldo J. de Santana; Ranilson Paiva; Ig Ibert Bittencourt; Patrícia Espinheira Ospina; Rafael de Amorim Silva; Seiji Isotani (ICALT, 2016)

A Quantitative Analysis of the Most Relevant Gamification Elements in an Online Learning Environment. - Sivaldo J. de Santana; Hugo A. Souza; Victor A. F. Florentin; Ranilson Paiva; Ig Ibert Bittencourt; Seiji Isotani (WWW (Companion Volume), 2016)

What to do and what to avoid on the use of gamified intelligent tutor system for low-income students. - Sivaldo Joaquim; Ig Ibert Bittencourt; Rafael de Amorim Silva; Patrícia Leone Espinheira; Marcelo Reis (Educ. Inf. Technol., 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)

The Consistency of Gamification User Types: A Study on the Change of Preferences over Time. - Ana Cláudia Guimarães Santos; Wilk Oliveira; Juho Hamari; Sivaldo Joaquim; Seiji Isotani (Proc. ACM Hum. Comput. Interact., 2023)