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Armando M. Toda
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2020 – today
- 2024
- [j17]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:
How Personalization Affects Motivation in Gamified Review Assessments. Int. J. Artif. Intell. Educ. 34(2): 147-184 (2024) - [j16]Elad Yacobson, Armando M. Toda, Alexandra I. Cristea, Giora Alexandron:
Recommender systems for teachers: The relation between social ties and the effectiveness of socially-based features. Comput. Educ. 210: 104960 (2024) - [j15]José Alexandre de Freitas, Mateus Oliveira, Carlos Martinelli, Fernando Amorim, Armando M. Toda, Paula Palomino, Ana C. T. Klock, Guilherme Guerino, Anderson P. Avila-Santos, Luiz Rodrigues:
Sensation in Gamification: A Qualitative Investigation of Background Music in Gamified Learning. J. Interact. Syst. 15(1): 810-822 (2024) - [j14]Alexandra I. Cristea, Ahmed Alamri, Mohammad Alshehri, Filipe Dwan Pereira, Armando M. Toda, Elaine Harada T. de Oliveira, Craig D. Stewart:
The engage taxonomy: SDT-based measurable engagement indicators for MOOCs and their evaluation. User Model. User Adapt. Interact. 34(2): 323-374 (2024) - 2023
- [j13]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) - [j12]Paula T. Palomino, Luiz A. L. Rodrigues, Alessandra Luz, Armando M. Toda, Lennart E. Nacke, Seiji Isotani:
Predicting user types with symbolic images: An empirical validation based on two card-sorting studies. Entertain. Comput. 47: 100596 (2023) - [j11]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) - 2022
- [j10]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) - [j9]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) - [j8]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) - [c33]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:
Gamification Through the Looking Glass - Perceived Biases and Ethical Concerns of Brazilian Teachers. AIED (2) 2022: 259-262 - [c32]Elad Yacobson, Armando M. Toda, Alexandra I. Cristea, Giora Alexandron:
Assisting Teachers in Finding Online Learning Resources: The Value of Social Recommendations. AIED (2) 2022: 391-395 - [c31]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:
GARFIELD: A Recommender System to Personalize Gamified Learning. AIED (1) 2022: 666-672 - [c30]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:
Towards the understanding of cultural differences in between gamification preferences: A data-driven comparison between the US and Brazil. EDM 2022 - 2021
- [j7]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) - [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) - [c29]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 - [c28]Paula T. Palomino, Luiz A. L. Rodrigues, Armando M. Toda, Seiji Isotani:
Enhancing Students' Learning Experience Through Gamification: Perspectives and Challenges. GranDGamesBR 2021: 113-133 - [c27]Elad Yacobson, Armando M. Toda, Alexandra I. Cristea, Giora Alexandron:
Encouraging Teacher-Sourcing of Social Recommendations Through Participatory Gamification Design. ITS 2021: 418-429 - [c26]Filipe D. Pereira, Hermino B. F. Junior, Luiz Rodriguez, Armando M. Toda, Elaine H. T. Oliveira, Alexandra I. Cristea, David B. F. Oliveira, Leandro S. G. Carvalho, Samuel C. Fonseca, Ahmed Alamri, Seiji Isotani:
A Recommender System Based on Effort: Towards Minimising Negative Affects and Maximising Achievement in CS1 Learning. ITS 2021: 466-480 - [c25]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 - [i9]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) - [i8]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) - 2020
- [j5]Filipe D. Pereira, Elaine H. T. Oliveira, David B. F. Oliveira, Alexandra I. Cristea, Leandro S. G. Carvalho, Samuel C. Fonseca, Armando Maciel Toda, Seiji Isotani:
Using learning analytics in the Amazonas: understanding students' behaviour in introductory programming. Br. J. Educ. Technol. 51(4): 955-972 (2020) - [c24]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 - [c23]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 - [c22]Lei Shi, Alexandra I. Cristea, Armando Maciel Toda, Wilk Oliveira:
Exploring Navigation Styles in a FutureLearn MOOC. ITS 2020: 45-55 - [c21]Filipe D. Pereira, Armando Maciel Toda, Elaine H. T. Oliveira, Alexandra I. Cristea, Seiji Isotani, Dion Laranjeira, Adriano Almeida, Jonas Mendonça:
Can We Use Gamification to Predict Students' Performance? A Case Study Supported by an Online Judge. ITS 2020: 259-269 - [c20]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
- [j4]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) - [j3]Armando Maciel Toda, Ricardo Melo Casseb do Carmo, Alan Pedro da Silva, Ig Ibert Bittencourt, Seiji Isotani:
An approach for planning and deploying gamification concepts with social networks within educational contexts. Int. J. Inf. Manag. 46: 294-303 (2019) - [j2]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) - [c19]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 - [c18]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 - [c17]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 - [c16]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 - [c15]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 - [c14]Bokuan Yang, Lei Shi, Armando Maciel Toda:
Demographical Changes of Student Subgroups in MOOCs: Towards Predicting At-Risk Students. ISD 2019 - [c13]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 - [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
- [c12]Laíza Ribeiro Silva, Alan Pedro da Silva, Armando Maciel Toda, Seiji Isotani:
Impact of Teaching Approaches to Computational Thinking on High School Students: A Systematic Mapping. ICALT 2018: 285-289 - [c11]Armando Maciel Toda, Ricardo Melo Casseb do Carmo, Alan Pedro da Silva, Seiji Isotani:
GAMIFY-SN: A Meta-model for Planning and Deploying Gamification Concepts Within Social Networks - A Case Study. WorldCIST (2) 2018: 1357-1366 - 2017
- [c10]Pedro Henrique Dias Valle, Armando Maciel Toda, Ellen Francine Barbosa, José Carlos Maldonado:
Educational games: A contribution to software testing education. FIE 2017: 1-8 - [c9]Armando Maciel Toda, Pedro Henrique Dias Valle, Seiji Isotani:
The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education. HEFA 2017: 143-156 - 2015
- [j1]Ronan Anacleto Lopes, Armando Maciel Toda, Jacques Duílio Brancher:
Um estudo preliminar sobre conceitos extrínsecos e intrínsecos do processo de Gamification. Revista Brasileira de Informática na Educ. 23(3): 164-173 (2015) - [c8]Felipe Simoes, Fábio T. Matsunaga, Armando Maciel Toda, Jacques Duílio Brancher, Abdallah Junior, Rosangela Busto:
SSIE: An Automatic Data Extractor for Sports Management in Athletics Modality. CIT/IUCC/DASC/PICom 2015: 144-151 - [c7]Armando Maciel Toda, Roberto Santos do Carmo, Vitor Campos, Ana Lucia da Silva, Jacques Duílio Brancher:
Evaluation of SiGMa, an empiric study with Math teachers. FIE 2015: 1-6 - 2014
- [c6]Armando Maciel Toda, Roberto Santos do Carmo, Marcell A. A. Mesquita, Ana Lucia da Silva, Jacques Duílio Brancher:
A Gamified Online System to Aid in Math Lessons of Junior and Middle High Students. CIT 2014: 616-621 - [c5]Marcell A. A. Mesquita, Armando Maciel Toda, Jacques Duílio Brancher:
BrasilEduca - An open-source MOOC platform for Portuguese speakers with gamification concepts. FIE 2014: 1-7 - [c4]Estevan B. Costa, Armando Maciel Toda, Marcell A. A. Mesquita, Fábio T. Matsunaga, Jacques Duílio Brancher:
Interactive Data Structure Learning Platform. ICCSA (6) 2014: 186-196 - [c3]Fábio T. Matsunaga, José Luiz Vilas Boas, Neyva M. L. Romeiro, Armando Maciel Toda, Jacques Duílio Brancher:
A Web System for Solving Real Problems Involving Partial Differential Equations in Generalized Coordinates. ICCSA (6) 2014: 665-680 - [c2]Armando Maciel Toda, Roberto Santos do Carmo, Ana Lucia da Silva, Jacques Duílio Brancher:
Project SIGMA - An Online Tool to Aid Students in Math Lessons with Gamification Concepts. SCCC 2014: 50-53 - [c1]Marcell Amorim Almeida Mesquita, Armando Maciel Toda, Jacques Duílio Brancher, Ricardo Melo Casseb do Carmo:
Utilizing gamification with social network to aid students in programming languages lessons in higher education IT courses (abstract only). SIGCSE 2014: 718
Coauthor Index
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last updated on 2024-09-21 23:33 CEST by the dblp team
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