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Wilk Oliveira
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2020 – today
- 2024
- [j21]Noemi Honorato, Aiganym Soltiyeva, Wilk Oliveira, Saul Emanuel Delabrida, Juho Hamari, Madina Alimanova:
Gameful strategies in the education of autistic children: a systematic literature review, scientometric analysis, and future research roadmap. Smart Learn. Environ. 11(1): 25 (2024) - [c40]Sol Klapztein, Ana Cláudia Guimarães Santos, Wilk Oliveira, J. Tuomas Harviainen, André Ribeiro de Oliveira, Juho Hamari:
Game Design Concepts: A Tertiary Literature Review. CHI PLAY (Companion) 2024: 139-144 - [c39]Wilk Oliveira, Juho Hamari:
Global Trends in Flow Theory Research within Gameful Environments: A Scoping Review, Bibliometric Analysis and Agenda for Future Studies. HICSS 2024: 1318-1327 - [c38]Pasqueline Dantas, Wilk Oliveira:
Introduction to the Minitrack on Computing Education. HICSS 2024: 5122-5123 - [c37]Wilk Oliveira, Maximilian Altmeyer, Juho Hamari:
Introduction to the Minitrack on Game-based Learning. HICSS 2024: 5327-5328 - [c36]Akerke Alseitova, Wilk Oliveira, Zhaoxing Li, Lei Shi, Juho Hamari:
The Relationship Between Students' Myers-Briggs Type Indicator and Their Behavior within Educational Systems. ICALT 2024: 3-7 - [c35]Lucas Fellipe Dos Santos, Wilk Oliveira, Juho Hamari, Anderson Corrêa de Lima, Amaury Antônio de Castro:
The Effects of Ecological Gamification on Learners' Engagement: A Quasi-Experimental Study. ICALT 2024: 8-9 - [c34]Wilk Oliveira, Juho Hamari:
Flow Experience Analysis in Gameful Educational Environments: A Systematic Literature Review. ICALT 2024: 44-46 - [c33]Wilk Oliveira, Pasqueline Dantas Scaico, Andrea Brambilla, Aiganym Soltiyeva, Juho Hamari, SeyedHasan MilHosseini, Muhterem Dindar:
The Effects of Gamification on Students' Academic Performance: A Controlled Experimental Study. ICALT 2024: 47-49 - [c32]Aiganym Soltiyeva, Wilk Oliveira, Madina Alimanova, Juho Hamari:
Parents' Perception of the Use of Virtual Reality-based Learning Systems for Children with Asperger's Syndrome. ICALT 2024: 137-141 - [c31]Andreza Ferreira, Wilk Oliveira, Rafael de Amorim Silva, Juho Hamari, Seiji Isotani:
Internet of Things for Smart Education: A Systematic Literature Review. ICALT 2024: 179-181 - [c30]Andrea Brambilla, Wilk Oliveira, Pasqueline Dantas Scaico, Juho Hamari, Zhaoxing Li, Lei Shi, Muhterem Dindar:
The Effects of Gamification on Students' Flow Experience: A Controlled Experimental Study. ICALT 2024: 245-249 - [c29]Pasqueline Dantas Scaico, Wilk Oliveira, Juho Hamari, Isabelle Melo do Nascimento:
Gamifying Class Assignments: Allowing Students to Choose Based on Their Interests. ICALT 2024: 255-257 - 2023
- [j20]Wilk Oliveira, Juho Hamari, Lei Shi, Armando M. Toda, Luiz A. L. Rodrigues, Paula T. Palomino, Seiji Isotani:
Tailored gamification in education: A literature review and future agenda. Educ. Inf. Technol. 28(1): 373-406 (2023) - [j19]Aiganym Soltiyeva, Wilk Oliveira, Madina Alimanova, Shyngys Adilkhan, Marat Urmanov, Juho Hamari:
My Lovely Granny's Farm: An immersive virtual reality training system for children with autism spectrum disorder. Educ. Inf. Technol. 28(12): 16887-16907 (2023) - [j18]Wilk Oliveira, Juho Hamari, Seiji Isotani:
The Relationship between Users' Behavior and Their Flow Experience in Gamified Systems. Proc. ACM Hum. Comput. Interact. 7(CHI PLAY): 319-341 (2023) - [j17]Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Sivaldo Joaquim, Seiji Isotani:
The Consistency of Gamification User Types: A Study on the Change of Preferences over Time. Proc. ACM Hum. Comput. Interact. 7(CHI PLAY): 1253-1281 (2023) - [j16]Marcelo Camargo De Juli, Wilk Oliveira, Isabelle Melo do Nascimento, Seiji Isotani:
Eles Percebem o que Queremos? Um Estudo Sobre a Percepção dos Estudantes em um Sistema Educacional Gamificado. Revista Brasileira de Informática na Educ. 31: 529-552 (2023) - [j15]Paula T. Palomino, Armando M. Toda, Luiz A. L. Rodrigues, Wilk Oliveira, Lennart E. Nacke, Seiji Isotani:
An ontology for modelling user' profiles and activities in gamified education. Res. Pract. Technol. Enhanc. Learn. 18: 18 (2023) - [c28]Isabelle Melo do Nascimento, Wilk Oliveira, Pasqueline Dantas, Luiz Oliveira da Silva Junior, Juho Hamari, José Rocha do Amaral Neto:
UnplugGamify: A Didactic Material to Support Student-Centered Unplugged Gamification. FIE 2023: 1-8 - [c27]Isabelle Melo do Nascimento, Wilk Oliveira, Pasqueline Dantas, Luiz Oliveira da Silva Junior, Juho Hamari, José Rocha do Amaral Neto:
An Experience Report on Teachers' Training for Unplugged Gamified Teaching in Brazil. FIE 2023: 1-5 - [c26]Pedro Kenzo Muramatsu, Wilk Oliveira, Juho Hamari, Kiemute Oyibo:
Does Mouse Click Frequency Predict Students' Flow Experience? HICSS 2023: 1281-1290 - [c25]Wilk Oliveira, Julita Vasileva, Kristian Kiili, Juho Hamari:
Introduction to the 1st Game-based Learning Minitrack. HICSS 2023: 4669-4670 - [c24]José Rocha do Amaral Neto, Wilk Oliveira, Juho Hamari, Pasqueline Dantas, Isabelle Melo do Nascimento:
Exploring the Use of Social Gamification During and After Emergency Remote Teaching Caused by Covid-19. ICALT 2023: 97-99 - [c23]Noemi Honorato, Wilk Oliveira, Juho Hamari, Saul E. Delabrida:
Gameful Approaches for the Education of Autistic Children: A Systematic Mapping and Research Agenda. ICALT 2023: 116-120 - [c22]Ainur Issabek, Wilk Oliveira, Juho Hamari, Andrey Bogdanchikov:
Understanding the Effects of Gender, Age, and Cultural Orientation on Users' Flow Experience During the Use of a Gameful Educational System. ICALT 2023: 124-126 - [c21]Roberto Farias, Wilk Oliveira, Juho Hamari:
An Early Case Study Analyzing Teachers' Acceptance Towards of the Use of Gameful Approaches in Education in Brazil. ICALT 2023: 304-306 - 2022
- [j14]Kamilla Tenório, Emanuel Pereira, Sterfanno Remigio, Derecky Costa, Wilk Oliveira, Diego Dermeval, Alan Pedro da Silva, Ig Ibert Bittencourt, Leonardo Brandão Marques:
Brain-imaging techniques in educational technologies: A systematic literature review. Educ. Inf. Technol. 27(1): 1183-1212 (2022) - [j13]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:
Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms. ACM Trans. Comput. Educ. 22(3): 30:1-30:27 (2022) - [j12]Isabelle Melo do Nascimento, José Rocha do Amaral Neto, Luiz Oliveira da Silva Junior, Thaíse Kelly de Lima Costa, Wilk Oliveira:
Os Efeitos da Gamificação Personalizada na Experiência de Ensino e Aprendizagem Durante o Ensino Remoto Emergencial. Revista Brasileira de Informática na Educ. 30: 210-236 (2022) - [j11]Wilk Oliveira, Juho Hamari, Sivaldo Joaquim, Armando M. Toda, Paula T. Palomino, Julita Vassileva, Seiji Isotani:
The effects of personalized gamification on students' flow experience, motivation, and enjoyment. Smart Learn. Environ. 9(1): 16 (2022) - [j10]Luiz A. L. Rodrigues, Armando M. Toda, Wilk Oliveira, Paula Toledo Palomino, Julita Vassileva, Seiji Isotani:
Automating Gamification Personalization to the User and Beyond. IEEE Trans. Learn. Technol. 15(2): 199-212 (2022) - [c20]Gabriel Vasconcelos, Wilk Oliveira, Ana Cláudia Guimarães Santos, Juho Hamari:
ReGammend: A method for personalized recommendation of gamification designs. GamiFIN 2022: 85-94 - [c19]Wilk Oliveira, Kamilla Tenório, Juho Hamari, Seiji Isotani:
The Relationship Between Students' Flow Experience and Their Behavior Data in Gamified Educational Systems. HICSS 2022: 1-10 - 2021
- [j9]Luiz A. L. Rodrigues, Paula T. Palomino, Armando M. Toda, Ana C. T. Klock, Wilk Oliveira, Anderson P. Avila-Santos, Isabela Gasparini, Seiji Isotani:
Personalization Improves Gamification: Evidence from a Mixed-methods Study. Proc. ACM Hum. Comput. Interact. 5(CHI PLAY): 287:1-287:25 (2021) - [j8]Marcia E. J. Kniphoff da Cruz, Samanta Ghisleni Marques, Wilk Oliveira:
Desenvolvimento e Avaliação de Material Didático Desplugado para o Ensino de Computação na Educação Básica. Revista Brasileira de Informática na Educ. 29: 160-187 (2021) - [j7]Wilk Oliveira, Kamilla Tenório, Juho Hamari, Olena Pastushenko, Seiji Isotani:
Predicting students' flow experience through behavior data in gamified educational systems. Smart Learn. Environ. 8(1): 30 (2021) - [j6]Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Luiz A. L. Rodrigues, Armando M. Toda, Paula T. Palomino, Seiji Isotani:
The relationship between user types and gamification designs. User Model. User Adapt. Interact. 31(5): 907-940 (2021) - [c18]Marianthi Grizioti, Wilk Oliveira, Varvara Garneli:
Covid-19 Survivor: Design and Evaluation of a Game to Improve Students' Experience During Social Isolation. GALA 2021: 283-288 - [c17]Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Seiji Isotani:
Do people's user types change over time? An exploratory study. GamiFIN 2021: 90-99 - [c16]Wilk Oliveira, Olena Pastushenko, Luiz A. L. Rodrigues, Armando M. Toda, Paula T. Palomino, Juho Hamari, Seiji Isotani:
Does gamification affect flow experience? A systematic literature review. GamiFIN 2021: 110-119 - [c15]Wilk Oliveira, Seiji Isotani, Olena Pastushenko, Tomás Hruska, Juho Hamari:
Modeling students' flow experience through data logs in gamified educational systems. ICALT 2021: 97-101 - [c14]Luiz A. L. Rodrigues, Armando M. Toda, Wilk Oliveira, Paula T. Palomino, Anderson Paulo Avila Santos, Seiji Isotani:
Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons. SIGCSE 2021: 184-190 - [i10]Luiz A. L. Rodrigues, Armando M. Toda, Wilk Oliveira, Paula T. Palomino, Julita Vassileva, Seiji Isotani:
Automating Gamification Personalization: To the User and Beyond. CoRR abs/2101.05718 (2021) - [i9]Wilk Oliveira, Olena Pastushenko, Luiz A. L. Rodrigues, Armando M. Toda, Paula T. Palomino, Juho Hamari, Seiji Isotani:
Does gamification affect flow experience? A systematic literature review. CoRR abs/2106.09942 (2021) - [i8]Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Seiji Isotani:
Do people's user types change over time? An exploratory study. CoRR abs/2106.10148 (2021) - 2020
- [c13]Olena Pastushenko, Wilk Oliveira, Seiji Isotani, Tomás Hruska:
A Methodology for Multimodal Learning Analytics and Flow Experience Identification within Gamified Assignments. CHI Extended Abstracts 2020: 1-9 - [c12]Wilk Oliveira, Armando Maciel Toda, Paula Toledo Palomino, Lei Shi, Julita Vassileva, Ig Ibert Bittencourt, Seiji Isotani:
Does Tailoring Gamified Educational Systems Matter? The Impact on Students' Flow Experience. HICSS 2020: 1-10 - [c11]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:
GamiCSM: relating education, culture and gamification - a link between worlds. IHC 2020: 18:1-18:10 - [c10]Lei Shi, Alexandra I. Cristea, Armando Maciel Toda, Wilk Oliveira:
Exploring Navigation Styles in a FutureLearn MOOC. ITS 2020: 45-55 - [c9]Luiz A. L. Rodrigues, Armando M. Toda, Paula T. Palomino, Wilk Oliveira, Seiji Isotani:
Personalized gamification: A literature review of outcomes, experiments, and approaches. TEEM 2020: 699-706 - [i7]Lei Shi, Alexandra I. Cristea, Ahmad Alamri, Armando Maciel Toda, Wilk Oliveira:
Social Interactions Clustering MOOC Students: An Exploratory Study. CoRR abs/2008.03982 (2020) - [i6]Lei Shi, Alexandra I. Cristea, Armando Maciel Toda, Wilk Oliveira:
Exploring Navigation Styles in a FutureLearn MOOC. CoRR abs/2008.04373 (2020) - [i5]Lei Shi, Alexandra I. Cristea, Armando Maciel Toda, Wilk Oliveira:
Social Engagement versus Learning Engagement - An Exploratory Study of FutureLearn Learners. CoRR abs/2008.04811 (2020) - [i4]Armando Maciel Toda, Ana Carolina Tomé Klock, Wilk Oliveira, Paula Toledo Palomino, Luiz A. L. Rodrigues, Lei Shi, Ig Ibert Bittencourt, Isabela Gasparini, Seiji Isotani, Alexandra I. Cristea:
Analysing gamification elements in educational environments using an existing Gamification taxonomy. CoRR abs/2008.05473 (2020) - [i3]Armando Maciel Toda, Paula Toledo Palomino, Luiz A. L. Rodrigues, Wilk Oliveira, Lei Shi, Seiji Isotani, Alexandra I. Cristea:
Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study. CoRR abs/2008.05847 (2020) - [i2]Lei Shi, Alexandra I. Cristea, Armando M. Toda, Wilk Oliveira:
Revealing the Hidden Patterns: A Comparative Study on Profiling Subpopulations of MOOC Students. CoRR abs/2008.05850 (2020)
2010 – 2019
- 2019
- [j5]Armando M. Toda, Paula T. Palomino, Wilk Oliveira, Luiz A. L. Rodrigues, Ana C. T. Klock, Isabela Gasparini, Alexandra I. Cristea, Seiji Isotani:
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. 22(3): 47-60 (2019) - [j4]Alexandre Marinho, Wilk Oliveira, Ig Ibert Bittencourt, Diego Demerval:
Does Gamification Improve Flow Experience in Classroom? An Analysis of Gamer Types in Collaborative and Competitive Settings. Revista Brasileira de Informática na Educ. 27(2): 40-68 (2019) - [j3]Armando Maciel Toda, Ana Carolina Tomé Klock, Wilk Oliveira, Paula Toledo Palomino, Luiz A. L. Rodrigues, Lei Shi, Ig Ibert Bittencourt, Isabela Gasparini, Seiji Isotani, Alexandra I. Cristea:
Analysing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learn. Environ. 6(1): 16 (2019) - [c8]Wilk Oliveira:
Towards Automatic Flow Experience Identification in Educational Systems: A Human-computer Interaction Approach. CHI PLAY (Companion) 2019: 41-46 - [c7]Wilk Oliveira, Armando Maciel Toda, Paula Toledo Palomino, Luiz A. L. Rodrigues, Seiji Isotani, Lei Shi:
Towards Automatic Flow Experience Identification in Educational Systems: A Theory-driven Approach. CHI PLAY (Companion) 2019: 581-588 - [c6]Armando Maciel Toda, Wilk Oliveira, Lei Shi, Ig Ibert Bittencourt, Seiji Isotani, Alexandra I. Cristea:
Planning Gamification Strategies based on User Characteristics and DM: A Gender-based Case Study. EDM 2019 - [c5]Armando Maciel Toda, Wilk Oliveira, Ana Carolina Tomé Klock, Paula Toledo Palomino, Marcelo Pimenta, Ig Ibert Bittencourt, Lei Shi, Isabela Gasparini, Seiji Isotani, Alexandra I. Cristea:
A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation. ICALT 2019: 84-88 - [c4]Paula Toledo Palomino, Armando Maciel Toda, Wilk Oliveira, Alexandra I. Cristea, Seiji Isotani:
Narrative for Gamification in Education: Why Should you Care? ICALT 2019: 97-99 - [c3]Lei Shi, Alexandra I. Cristea, Armando Maciel Toda, Wilk Oliveira:
Revealing the Hidden Patterns: A Comparative Study on Profiling Subpopulations of MOOC Students. ISD 2019 - [c2]Lei Shi, Alexandra I. Cristea, Armando M. Toda, Wilk Oliveira:
Social Engagement versus Learning Engagement An Exploratory Study of FutureLearn Learners. ISKE 2019: 476-483 - [c1]Tássio José Gonçalves Gomes, Wilk Oliveira dos Santos, Leonardo Brandão Marques, Patrick Henrique da Silva Brito, Ig Ibert Bittencourt:
Software Requirements for the Design of Gamified Applications for Time Management and Tasks for Children and Adolescents with ADHD. SBSI 2019: 9:1-9:8 - [i1]Armando Maciel Toda, Wilk Oliveira, Lei Shi, Ig Ibert Bittencourt, Seiji Isotani, Alexandra I. Cristea:
Planning Gamification Strategies based on User Characteristics and DM: A Gender-based Case Study. CoRR abs/1905.09146 (2019) - 2018
- [j2]Wilk Oliveira dos Santos, Ig Ibert Bittencourt, Seiji Isotani, Diego Dermeval, Leonardo Brandão Marques, Ismar Frango Silveira:
Flow Theory to Promote Learning in Educational Systems: Is it Really Relevant? Revista Brasileira de Informática na Educ. 26(2): 29-59 (2018) - 2016
- [j1]Wilk Oliveira dos Santos, Clovis Gomes da Silva Junior:
Virtualização de Jogos Educativos: Uma Experiência no Ensino de Matemática. Revista Brasileira de Informática na Educ. 24(2): 108-122 (2016)
Coauthor Index
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last updated on 2024-11-07 21:29 CET by the dblp team
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