Ana Cláudia Guimarães Santos

Ana Cláudia Guimarães Santos
University of São Paulo | USP · Institute of Mathematical and Computer Sciences (ICMC) (São Carlos)

Bachelor of Science

About

9
Publications
2,285
Reads
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35
Citations
Citations since 2017
9 Research Items
35 Citations
20172018201920202021202220230510152025
20172018201920202021202220230510152025
20172018201920202021202220230510152025
20172018201920202021202220230510152025
Additional affiliations
August 2022 - December 2022
University of Saskatchewan
Position
  • Visiting Research Student
April 2014 - June 2022
Secretaria de Estado de Educação de Minas Gerais
Position
  • Analyst
Education
October 2018 - December 2020
University of São Paulo
Field of study
  • Computers applied to education

Publications

Publications (9)
Preprint
Full-text available
The tutorial aims to demonstrate the possibility of creating personalized gamified courses for hybrid teaching. Furthermore, the tutorial has the following specific objectives: i) to introduce and discuss the importance of gamified learning in hybrid teaching; ii) present possibilities of technologies for gamified learning in hybrid teaching, and i...
Conference Paper
Full-text available
Gamification personalization has been increasingly investigated as an avenue to improve the effects of gamification. While currently, empirical data exist to start making evidence-based gamification design, current guidelines and methods to bridge the gap of evidence and design is lacking. To start facing this challenge, we outline a point of depar...
Article
Full-text available
Gamification has become a significant direction in designing technologies, services, products, organizational structures, and any human activities towards being more game-like and consequently being more engaging and motivating. Albeit its success, research indicates that personal differences exist with regards to susceptibility to gamification at...
Article
Full-text available
Gamification has been discussed as a standout approach to improve user experience, with different studies showing that users can have different preferences over game elements according to their user types. However, relatively less is known how different kinds of users may react to different types of gamification. Therefore, in this study (N=331) we...
Preprint
Full-text available
In recent years, different studies have proposed and validated user models (e.g., Bartle, BrainHex, and Hexad) to represent the different user profiles in games and gamified settings. However, the results of applying these user models in practice (e.g., to personalize gamified systems) are still contradictory. One of the hypotheses for these result...
Conference Paper
Full-text available
In recent years, different studies have proposed and validated user models (e.g., Bartle, BrainHex, and Hexad) to represent the different user profiles in games and gamified settings. However, the results of applying these user models in practice (e.g., to personalize gamified systems) are still contradictory. One of the hypotheses for these result...
Conference Paper
Full-text available
A gamificação tem sido utilizada em diversas áreas como alternativa para aumentar a motivação e o engajamento de usuários em diferentes tipos de ambientes. Entretanto, em alguns contextos (e.g., ensino de Medicina Veterinária) a gamificação ainda é pouco explorada e os resultados são inconsistentes, chamando atenção para a necessidade de novas pesq...

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