Virtualização de Jogos Educativos: Uma Experiência no Ensino de Matemática. - Wilk Oliveira dos Santos; Clovis Gomes da Silva Junior (Revista Brasileira de Informática na Educ., 2016)

Flow Theory to Promote Learning in Educational Systems: Is it Really Relevant? - Wilk Oliveira dos Santos; Ig Ibert Bittencourt; Seiji Isotani; Diego Dermeval; Leonardo Brandão Marques; Ismar Frango Silveira (Revista Brasileira de Informática na Educ., 2018)

Towards Automatic Flow Experience Identification in Educational Systems: A Human-computer Interaction Approach. - Wilk Oliveira (CHI PLAY (Companion), 2019)

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)

Planning Gamification Strategies based on User Characteristics and DM: A Gender-based Case Study. - Armando Maciel Toda; Wilk Oliveira; Lei Shi 003; Ig Ibert Bittencourt; Seiji Isotani; Alexandra I. Cristea (EDM, 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)

Revealing the Hidden Patterns: A Comparative Study on Profiling Subpopulations of MOOC Students. - Lei Shi 003; Alexandra I. Cristea; Armando Maciel Toda; Wilk Oliveira (ISD, 2019)

Social Engagement versus Learning Engagement An Exploratory Study of FutureLearn Learners. - Lei Shi 003; Alexandra I. Cristea; Armando M. Toda; Wilk Oliveira (ISKE, 2019)

Software Requirements for the Design of Gamified Applications for Time Management and Tasks for Children and Adolescents with ADHD. - Tássio José Gonçalves Gomes; Wilk Oliveira dos Santos; Leonardo Brandão Marques; Patrick Henrique da Silva Brito; Ig Ibert Bittencourt (SBSI, 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)

Does Gamification Improve Flow Experience in Classroom? An Analysis of Gamer Types in Collaborative and Competitive Settings. - Alexandre Marinho; Wilk Oliveira; Ig Ibert Bittencourt; Diego Demerval (Revista Brasileira de Informática na Educ., 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)

A Methodology for Multimodal Learning Analytics and Flow Experience Identification within Gamified Assignments. - Olena Pastushenko; Wilk Oliveira; Seiji Isotani; Tomás Hruska (CHI Extended Abstracts, 2020)

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)

Exploring Navigation Styles in a FutureLearn MOOC. - Lei Shi 003; Alexandra I. Cristea; Armando Maciel Toda; Wilk Oliveira (ITS, 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)

Social Interactions Clustering MOOC Students: An Exploratory Study. - Lei Shi 003; Alexandra I. Cristea; Ahmad Alamri; Armando Maciel Toda; Wilk Oliveira (CoRR, 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)

Covid-19 Survivor: Design and Evaluation of a Game to Improve Students' Experience During Social Isolation. - Marianthi Grizioti; Wilk Oliveira; Varvara Garneli (GALA, 2021)

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)

Do people's user types change over time? An exploratory study. - Ana Cláudia Guimarães Santos; Wilk Oliveira; Juho Hamari; Seiji Isotani (GamiFIN, 2021)

Modeling students' flow experience through data logs in gamified educational systems. - Wilk Oliveira; Seiji Isotani; Olena Pastushenko; Tomás Hruska; Juho Hamari (ICALT, 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)

Desenvolvimento e Avaliação de Material Didático Desplugado para o Ensino de Computação na Educação Básica. - Marcia E. J. Kniphoff da Cruz; Samanta Ghisleni Marques; Wilk Oliveira (Revista Brasileira de Informática na Educ., 2021)

Predicting students' flow experience through behavior data in gamified educational systems. - Wilk Oliveira; Kamilla Tenório; Juho Hamari; Olena Pastushenko; Seiji Isotani (Smart Learn. Environ., 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)

ReGammend: A method for personalized recommendation of gamification designs. - Gabriel Vasconcelos; Wilk Oliveira; Ana Cláudia Guimarães Santos; Juho Hamari (GamiFIN, 2022)

The Relationship Between Students' Flow Experience and Their Behavior Data in Gamified Educational Systems. - Wilk Oliveira; Kamilla Tenório; Juho Hamari; Seiji Isotani (HICSS, 2022)

Brain-imaging techniques in educational technologies: A systematic literature review. - Kamilla Tenório; Emanuel Pereira; Sterfanno Remigio; Derecky Costa; Wilk Oliveira; Diego Dermeval; Alan Pedro da Silva; Ig Ibert Bittencourt; Leonardo Brandão Marques (Educ. Inf. Technol., 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)

Os Efeitos da Gamificação Personalizada na Experiência de Ensino e Aprendizagem Durante o Ensino Remoto Emergencial. - Isabelle Melo do Nascimento; José Rocha do Amaral Neto; Luiz Oliveira da Silva Junior; Thaíse Kelly de Lima Costa; Wilk Oliveira (Revista Brasileira de Informática na 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)

UnplugGamify: A Didactic Material to Support Student-Centered Unplugged Gamification. - Isabelle Melo do Nascimento; Wilk Oliveira; Pasqueline Dantas; Luiz Oliveira da Silva Junior; Juho Hamari; José Rocha do Amaral Neto (FIE, 2023)

An Experience Report on Teachers' Training for Unplugged Gamified Teaching in Brazil. - Isabelle Melo do Nascimento; Wilk Oliveira; Pasqueline Dantas; Luiz Oliveira da Silva Junior; Juho Hamari; José Rocha do Amaral Neto (FIE, 2023)

Does Mouse Click Frequency Predict Students' Flow Experience? - Pedro Kenzo Muramatsu; Wilk Oliveira; Juho Hamari; Kiemute Oyibo (HICSS, 2023)

Introduction to the 1st Game-based Learning Minitrack. - Wilk Oliveira; Julita Vasileva; Kristian Kiili; Juho Hamari (HICSS, 2023)

An Early Case Study Analyzing Teachers' Acceptance Towards of the Use of Gameful Approaches in Education in Brazil. - Roberto Farias; Wilk Oliveira; Juho Hamari (ICALT, 2023)

Gameful Approaches for the Education of Autistic Children: A Systematic Mapping and Research Agenda. - Noemi Honorato; Wilk Oliveira; Juho Hamari; Saul E. Delabrida (ICALT, 2023)

Understanding the Effects of Gender, Age, and Cultural Orientation on Users' Flow Experience During the Use of a Gameful Educational System. - Ainur Issabek; Wilk Oliveira; Juho Hamari; Andrey Bogdanchikov (ICALT, 2023)

Exploring the Use of Social Gamification During and After Emergency Remote Teaching Caused by Covid-19. - José Rocha do Amaral Neto; Wilk Oliveira; Juho Hamari; Pasqueline Dantas; Isabelle Melo do Nascimento (ICALT, 2023)

The Relationship between Users' Behavior and Their Flow Experience in Gamified Systems. - Wilk Oliveira; Juho Hamari; Seiji Isotani (Proc. ACM Hum. Comput. Interact., 2023)

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)

Eles Percebem o que Queremos? Um Estudo Sobre a Percepção dos Estudantes em um Sistema Educacional Gamificado. - Marcelo Camargo De Juli; Wilk Oliveira; Isabelle Melo do Nascimento; Seiji Isotani (Revista Brasileira de Informática na Educ., 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)

My Lovely Granny's Farm: An immersive virtual reality training system for children with autism spectrum disorder. - Aiganym Soltiyeva; Wilk Oliveira; Madina Alimanova; Shyngys Adilkhan; Marat Urmanov; Juho Hamari (Educ. Inf. Technol., 2023)

Game Design Concepts: A Tertiary Literature Review. - Sol Klapztein; Ana Cláudia Guimarães Santos; Wilk Oliveira; J. Tuomas Harviainen; André Ribeiro de Oliveira; Juho Hamari (CHI PLAY (Companion), 2024)

The Effects of Gamification on Students' Gameful Experience According to Their Gender: A Quasi-Experimental Study. - Luiz Oliveira da Silva Junior; Wilk Oliveira; Juho Hamari; Marcelo Rosa Hatugai; Pasqueline Dantas Scaico (FIE, 2024)

Observing Undergraduate Students' Emotions in Gamified and Non-Gamified Educational Systems: A Qualitative Case Study. - Pasqueline Dantas Scaico; Wilk Oliveira; Juho Hamari; SeyedHasan MilHosseini; Andrea Brambilla (FIE, 2024)

Understanding Undergraduate Students' Flow State in Gamified and Non-Gamified Educational Systems: A Qualitative Case Study. - Pasqueline Dantas Scaico; Wilk Oliveira; Juho Hamari; SeyedHasan MilHosseini; Andrea Brambilla (FIE, 2024)

Introduction to the Minitrack on Computing Education. - Pasqueline Dantas; Wilk Oliveira (HICSS, 2024)

Introduction to the Minitrack on Game-based Learning. - Wilk Oliveira; Maximilian Altmeyer; Juho Hamari (HICSS, 2024)

Global Trends in Flow Theory Research within Gameful Environments: A Scoping Review, Bibliometric Analysis and Agenda for Future Studies. - Wilk Oliveira; Juho Hamari (HICSS, 2024)

The Relationship Between Students' Myers-Briggs Type Indicator and Their Behavior within Educational Systems. - Akerke Alseitova; Wilk Oliveira; Zhaoxing Li; Lei Shi 003; Juho Hamari (ICALT, 2024)

The Effects of Gamification on Students' Flow Experience: A Controlled Experimental Study. - Andrea Brambilla; Wilk Oliveira; Pasqueline Dantas Scaico; Juho Hamari; Zhaoxing Li; Lei Shi 003; Muhterem Dindar (ICALT, 2024)

Internet of Things for Smart Education: A Systematic Literature Review. - Andreza Ferreira; Wilk Oliveira; Rafael de Amorim Silva; Juho Hamari; Seiji Isotani (ICALT, 2024)

Flow Experience Analysis in Gameful Educational Environments: A Systematic Literature Review. - Wilk Oliveira; Juho Hamari (ICALT, 2024)

The Effects of Gamification on Students' Academic Performance: A Controlled Experimental Study. - Wilk Oliveira; Pasqueline Dantas Scaico; Andrea Brambilla; Aiganym Soltiyeva; Juho Hamari; SeyedHasan MilHosseini; Muhterem Dindar (ICALT, 2024)

The Effects of Ecological Gamification on Learners' Engagement: A Quasi-Experimental Study. - Lucas Fellipe Dos Santos; Wilk Oliveira; Juho Hamari; Anderson Corrêa de Lima; Amaury Antônio de Castro (ICALT, 2024)

Gamifying Class Assignments: Allowing Students to Choose Based on Their Interests. - Pasqueline Dantas Scaico; Wilk Oliveira; Juho Hamari; Isabelle Melo do Nascimento (ICALT, 2024)

Parents' Perception of the Use of Virtual Reality-based Learning Systems for Children with Asperger's Syndrome. - Aiganym Soltiyeva; Wilk Oliveira; Madina Alimanova; Juho Hamari (ICALT, 2024)

HíbriDoC: Método para a Classificação de Atividades de Computação Desplugada para uso no Ensino Híbrido. - Quesia Araújo; Anderson Corrêa de Lima; Amaury Antônio de Castro Junior; Wilk Oliveira (Revista Brasileira de Informática na Educ., 2024)

Exploring the Use of Unplugged Gamification on Programming Learners' Experience. - Gabriela de Carvalho Barros Bezerra; Wilk Oliveira; Ana Cláudia Guimarães Santos; Juho Hamari (ACM Trans. Comput. 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)

Gameful strategies in the education of autistic children: a systematic literature review, scientometric analysis, and future research roadmap. - Noemi Honorato; Aiganym Soltiyeva; Wilk Oliveira; Saul Emanuel Delabrida; Juho Hamari; Madina Alimanova (Smart Learn. Environ., 2024)

Exploring Brazilian Teachers' Perceptions and a priori Needs to Design Smart Classrooms. - Andreza Ferreira; Danielli Araújo Lima; Wilk Oliveira; Ig Ibert Bittencourt; Diego Dermeval; Fernando Reimers; Seiji Isotani (Int. J. Artif. Intell. Educ., 2025)

The effects of demographic factors on learners' flow experience in gamified educational quizzes. - Ainur Issabek; Wilk Oliveira; Juho Hamari; Andrey Bogdanchikov (Smart Learn. Environ., 2025)

Correction: The effects of demographic factors on learners' flow experience in gamified educational quizzes. - Ainur Issabek; Wilk Oliveira; Juho Hamari; Andrey Bogdanchikov (Smart Learn. Environ., 2025)