Wilk Oliveira

Orcid: 0000-0003-3928-6520

According to our database1, Wilk Oliveira authored at least 53 papers between 2016 and 2024.

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

Timeline

Legend:

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Bibliography

2024
Global Trends in Flow Theory Research within Gameful Environments: A Scoping Review, Bibliometric Analysis and Agenda for Future Studies.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

Introduction to the Minitrack on Game-based Learning.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

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

2023
My Lovely Granny's Farm: An immersive virtual reality training system for children with autism spectrum disorder.
Educ. Inf. Technol., December, 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

Eles Percebem o que Queremos? Um Estudo Sobre a Percepção dos Estudantes em um Sistema Educacional Gamificado.
Revista Brasileira de Informática na Educ., 2023

The Consistency of Gamification User Types: A Study on the Change of Preferences over Time.
Proc. ACM Hum. Comput. Interact., 2023

The Relationship between Users' Behavior and Their Flow Experience in Gamified Systems.
Proc. ACM Hum. Comput. Interact., 2023

Exploring the Use of Social Gamification During and After Emergency Remote Teaching Caused by Covid-19.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2023

Understanding the Effects of Gender, Age, and Cultural Orientation on Users' Flow Experience During the Use of a Gameful Educational System.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2023

Gameful Approaches for the Education of Autistic Children: A Systematic Mapping and Research Agenda.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2023

An Early Case Study Analyzing Teachers' Acceptance Towards of the Use of Gameful Approaches in Education in Brazil.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2023

Introduction to the 1st Game-based Learning Minitrack.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

Does Mouse Click Frequency Predict Students' Flow Experience?
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

An Experience Report on Teachers' Training for Unplugged Gamified Teaching in Brazil.
Proceedings of the IEEE Frontiers in Education Conference, 2023

UnplugGamify: A Didactic Material to Support Student-Centered Unplugged Gamification.
Proceedings of the IEEE Frontiers in Education Conference, 2023

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

The effects of personalized gamification on students' flow experience, motivation, and enjoyment.
Smart Learn. Environ., 2022

Os Efeitos da Gamificação Personalizada na Experiência de Ensino e Aprendizagem Durante o Ensino Remoto Emergencial.
Revista Brasileira de Informática na Educ., 2022

Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms.
ACM Trans. Comput. Educ., 2022

Brain-imaging techniques in educational technologies: A systematic literature review.
Educ. Inf. Technol., 2022

The Relationship Between Students' Flow Experience and Their Behavior Data in Gamified Educational Systems.
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022

ReGammend: A method for personalized recommendation of gamification designs.
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022, 2022

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

Predicting students' flow experience through behavior data in gamified educational systems.
Smart Learn. Environ., 2021

Desenvolvimento e Avaliação de Material Didático Desplugado para o Ensino de Computação na Educação Básica.
Revista Brasileira de Informática na Educ., 2021

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

Modeling students' flow experience through data logs in gamified educational systems.
Proceedings of the 21st International Conference on Advanced Learning Technologies, 2021

Do people's user types change over time? An exploratory study.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

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

Covid-19 Survivor: Design and Evaluation of a Game to Improve Students' Experience During Social Isolation.
Proceedings of the Games and Learning Alliance - 10th International Conference, 2021

2020
Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study.
CoRR, 2020

Social Interactions Clustering MOOC Students: 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

Exploring Navigation Styles in a FutureLearn MOOC.
Proceedings of the Intelligent Tutoring Systems - 16th International Conference, 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

Does Tailoring Gamified Educational Systems Matter? The Impact on Students' Flow Experience.
Proceedings of the 53rd Hawaii International Conference on System Sciences, 2020

A Methodology for Multimodal Learning Analytics and Flow Experience Identification within Gamified Assignments.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

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

Does Gamification Improve Flow Experience in Classroom? An Analysis of Gamer Types in Collaborative and Competitive Settings.
Revista Brasileira de Informática na Educ., 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

Software Requirements for the Design of Gamified Applications for Time Management and Tasks for Children and Adolescents with ADHD.
Proceedings of the XV Brazilian Symposium on Information Systems, 2019

Social Engagement versus Learning Engagement An Exploratory Study of FutureLearn Learners.
Proceedings of the 14th IEEE International Conference on Intelligent Systems and Knowledge Engineering, 2019

Revealing the Hidden Patterns: A Comparative Study on Profiling Subpopulations of MOOC Students.
Proceedings of the Information Systems Development: Information Systems Beyond 2020, 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

Narrative for Gamification in Education: Why Should you Care?
Proceedings of the 19th IEEE International Conference on Advanced Learning Technologies, 2019

Planning Gamification Strategies based on User Characteristics and DM: A Gender-based Case Study.
Proceedings of the 12th International Conference on Educational Data Mining, 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

Towards Automatic Flow Experience Identification in Educational Systems: A Human-computer Interaction Approach.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

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

2016
Virtualização de Jogos Educativos: Uma Experiência no Ensino de Matemática.
Revista Brasileira de Informática na Educ., 2016


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