Wilk Oliveira

Wilk Oliveira
Tampere University | UTA · Faculty of Information Technology and Communication Studies

Researcher
Researcher in educational technologies.

About

132
Publications
66,772
Reads
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950
Citations
Citations since 2017
104 Research Items
877 Citations
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Introduction
Dr. Wilk Oliveira is a researcher at the Gamification Group, Faculty of Information Technology and Communications, Tampere University, Finland. Dr. Oliveira received his Ph.D. in Computer Science and Computational Mathematics from the University of São Paulo, Brazil (with an internship at Tampere University, Finland) and M.Sc. in Computer Science from the Federal University of Alagoas (with an internship at the University of Saskatchewan, Canada).
Additional affiliations
January 2016 - July 2016
University of Saskatchewan
Position
  • Visiting Student
January 2015 - December 2016
Universidade Federal de Alagoas
Position
  • Master's Student
January 2011 - December 2014
University of Pernambuco, Recife, Brazil
Position
  • Graduation Student

Publications

Publications (132)
Article
Full-text available
Gamification studies in the educational domain usually focus on motivating students to increase their learning performance by enhancing their motivation. Classifications of behavioural profiles are often used for this (referred to as "gamer" or "user types"), which support the personalization of students' experiences. These classifications consider...
Conference Paper
Full-text available
Designing educational systems able to lead students into flow experience is a contemporary challenge, especially given the positive relationship between flow experience and learning. However, an important challenge within the field of learning analytics is evaluating the students' flow experience during the use of educational systems. In general, s...
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...
Article
Full-text available
Despite recent advances in the personalization of education, it is still unknown how different kinds of personalization affect students' experiences. To advance this literature, in this article, we present an experimental study with 307 participants investigating the effects of gender stereotype-based interfaces (in terms of colors and avatars ster...
Conference Paper
Full-text available
O ensino de Matemática se tornou ainda mais desafiador durante o ensino remoto emergencial causado pela Covid-19. Enfrentando esse desafio, nesse artigo, relatamos uma experiência sobre o uso de jogos digitais e gamificação no ensino de Análise Combinatória a partir de pressupostos da Teoria da Aprendizagem Significativa Ausubeliana. Os resultados...
Article
Full-text available
A pandemia causada pela Covid-19 impactou a população de maneira considerável. As escolas tiveram que mudar as formas de ensinar, reinventando práticas e ações pedagógicas para que os estudantes pudessem aprender nessa nova rotina de ensino remoto emergencial. Diante da necessidade de buscar novas práticas de ensino, a gamificação, de modo especial...
Article
Full-text available
Gamification has been widely used to design better educational systems aiming to increase students’ concentration, motivation, engagement, flow experience, and others positive experiences. With advances in research on gamification in education, over the past few years, many studies have highlighted the need to tailor the gamification design propert...
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
Personalized gamification explores user models to tailor gamified designs to mitigate cases wherein the one-size-fits-all approach ineffectively improves learning outcomes. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity to be done and geographic location), which leads to several occasions to...
Article
Full-text available
Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user’s traits. Currently, there is a dearth of research on the e...
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
Students face several difficulties in introductory programming courses (CS1), often leading to high dropout rates, student demotivation, and lack of interest. The literature has indicated that the adequate use of gamification might improve learning in several domains, including CS1. However, the understanding of which (and how) factors influence ga...
Presentation
Full-text available
Game-based learning (GBL) broadly refers to learning and education that involves characteristics of games and play in their design, pedagogy, praxis, culture or teacher and learner experience. Game-based learning is a broad field of research and practice and contains under its umbrella for example the following key concepts: educational games, seri...
Conference Paper
Full-text available
The number of students using online educational systems is increasing, especially after the growth of the use of this type of system due to the social isolation caused by the Covid-19 pandemic. This situation highlighted the challenge of analyzing the users' experience in this type of system, especially when evaluating more complex experiences, suc...
Article
Full-text available
Recent studies are increasingly using brain-imaging techniques in the technology-enhanced learning (TEL) context to understand students' cognitive processes during technology-assisted learning, with the ultimate goal to improve students' outcomes in these environments. Given the importance of the promising impact of brain-imaging techniques in the...
Article
Full-text available
O distanciamento social imposto pela Covid-19 impactou a rotina educacional, levando a necessidade de ter aulas remotas com o uso de tecnologias digitais. Diante disso, analisamos a percepção de 74 professores da Educação Básica sobre o uso de tecnologias digitais no ensino remoto emergencial. Por meio de uma pesquisa qualitativa com a aplicação de...
Chapter
Full-text available
In socio-economic crises, such as the recent Covid-19 pandemic, it is crucial to enhance children’s understanding of the new situation and their choices to protect their physical and mental health. In this paper, we discuss the design of a serious choice-driven simulation game, called “Covid-19 Survivor”, as a means to empower students’ awareness o...
Conference Paper
Full-text available
A Computação Desplugada tem sido referência para o ensino de dis-ciplinas da Educação em Computação. Entretanto o advento da pandemia da Covid-19 alterou esse cenário. Assim, este artigo tem como objetivo apresentar um conjunto de critérios, que possam balizar a escolha e a adaptação de ati-vidades desplugadas para o contexto de ensino remoto ou hí...
Conference Paper
Full-text available
Os jogos educativos têm sido cada vez mais aplicados a diversos domínios educacionais, incluindoà educação ambiental, por meio de várias abordagens. Neste contexto, os jogos educativos, podem ajudar os estudantes, auxiliar os professores na promoção da conscientização ambiental e potenciali-zar o ensino remoto interativo. Assim, nesse artigo, apres...
Conference Paper
Full-text available
O ensino remoto emergencial fez com que os docentes mudassem suas práticas pedagógicas, impactando as interações sociais dos estudantes. Com isso, surgiu a necessidade de aplicar novas técnicas de ensino, a fim de resgatar essa interação. Nesse sentido, a gamificação social é uma possibilidade, visto que busca apresentar apenas elementos de gamific...
Conference Paper
Full-text available
Embora o Pensamento Computacional (PC) seja cada vez mais pes-quisado no contexto da educação, ainda são poucos os estudos que investigam a visão do docente sobre o assunto. Além disso, os poucos estudos abordando o tema se limitam a abordagens qualitativas com pequenos grupos de profes-sores. No intuito de enfrentar esse desafio e identificar a pe...
Article
Full-text available
The flow experience ( i.e. , challenge-skill balance, action-awareness merging, clear goals, unambiguous feedback, concentration, sense of control, loss of self-consciousness, transformation of time, and autotelic experience) is an experience highly related to the learning experience. One of the current challenges is to identify whether students ar...
Conference Paper
Full-text available
A pandemia da Covid-19 mudou a vida social das pessoas. A educação, em especial, não passou ilesa a esse processo, enfrentando uma situação que trouxe, entre outros aspectos, o choque de trocar a sala de aula por atividades do ensino remoto. Para tanto, a gamificação social é uma alternativa que pode impactar a experiência dos estudantes no ensino...
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...
Conference Paper
Full-text available
O autismoé uma síndrome cuja as causas não são completamente conhecidas. A doençaé caracterizada por comunicação e socialização limitadas, atraso significativo de linguagem e deficiência intelectual. Tais limitações têm feito que ao longo dosúltimos anos, diferentes estratégias tenham sido ana-lisadas para diminuir os aspectos negativos da síndrome...
Article
Personalization of gamification is an alternative to overcome the shortcomings of the one-size-fits-all approach, but the few empirical studies analyzing its effects do not provide conclusive results. While many user and contextual information affect gamified experiences, prior personalized gamification research focused on a single user characteris...
Conference Paper
Nos últimos anos, uma série de estudos tem usado a Computação Desplugada como uma estratégia para Ensino de Computação na Educação Básica Brasileira. Apesar dos avanços, a área ainda necessita construir novas trajetórias para a produção do conhecimento da Computação na Educação Básica. Nesse sentido, o texto apresenta um artigo de posição a respeit...
Conference Paper
Full-text available
User modeling in gamified educational systems is a contemporary challenge. In particular, modeling the students' flow experience (i.e., challenge-skill balance, action-awareness merging, clear goals, unambiguous feedback, total concentration on the task at hand, sense of control, loss of self-consciousness, transformation of time, and autotelic exp...
Preprint
Full-text available
In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this field, it is difficult to get the state-of-the-art of this research domain. To address this problem, we conduc...
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...
Article
Full-text available
O desenvolvimento de materiais didáticos para o Ensino de Computação, em paralelo com a formação continuada de professores, é uma urgência na Educação Básica brasileira, para fomentar o trabalho com habilidades do Pensamento Computacional nas escolas. Diante dessa necessidade, esta pesquisa teve por objetivos: i) desenvolver materiais didáticos de...
Conference Paper
Full-text available
Programming is a complex, not trivial to learn and teach task, which gamification can facilitate. However, how gamification affects learning and the influence of context-related aspects on that effect demand research to better understand how and to whom gamification enhances programming learning. Therefore, we conducted an experimental study analyz...
Preprint
Full-text available
Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity to be done and geographic location), which leads to several occasions to tailor. Consequently, tools for autom...
Conference Paper
Full-text available
One of the main challenges in the field of learning technologies is the automatic students' flow experience identification in educational systems. This challenge occurs because the flow experience identification is usually conducted by using invasive techniques (e.g., eye trackers or electroencephalograms) or approaches that are not able to handle...
Conference Paper
Full-text available
Gamification design in educational environments is not trivial and many variables need to be considered to achieve positive outcomes. Often, educators and designers do not know when the students' intentions on the use of gamified environments might influence their experience. Based on this premise, this paper describes an exploratory study on the u...
Conference Paper
Full-text available
Understanding how each game element in isolation affects learners' motivation and contextual factors' moderator effects is needed to improve gam-ified interventions. Thus, this paper explored the impact of one of the most used game elements-Competition-on motivation and whether task-related contex-tual factors (e.g., familiarity with the task's sub...
Conference Paper
Full-text available
A Virtualização de Jogos Educativos tem por objetivo desenvolver versões digitais para jogos educativos analógicos. Um dos principais desafios atuais da área é a comparação entre as versões analógicas e digitais dos jogos, em termos de aprendizagem, engajamento, motivação, entre outros aspectos. Para enfrentar esse desafio, conduzimos um estudo exp...
Conference Paper
Full-text available
Um dos principais desafios da educação no Brasil é a formação de professores para o ensino de Computação na Educação Básica. No brasil, o curso de graduação responsável pela formação desses professores, é o curso de Licenciatura em Computação. Apesar da importância da formação desses profissionais, tal processo de formação ainda passa por dificulda...
Conference Paper
Full-text available
A falta de motivação e o baixo desempenho dos estudantes da Educação Básica no domínio de Matemática têm sido um grande problema para comunidade acadêmica. Para ajudar a enfrentar esse problema, nesse artigo relatamos uma experiência de uso de jogos digitais na resolução de operações matemáticas com 83 estudantes do 2º ano e 3º ano do Ensino Fundam...
Conference Paper
Full-text available
One of the main challenges we face in the educational domain nowadays is the lack of student engagement in traditional teaching methods. One way to address this challenge is through the use of gamification strategies, especially in educational systems. In this paper we address some difficulties and possible solutions to this challenge, discussing h...
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...
Conference Paper
Personalized gamification has gained substantial interest due to the expectation that it can improve gamification's success. Considering some secondary studies on this topic, they lack to present the characteristics of empirical studies and some aspects on how per-sonalization approaches were designed. In this paper, we present a literature review...
Preprint
Full-text available
Massive Open Online Courses (MOOCs) exhibit a remarkable heterogeneity of students. The advent of complex "big data" from MOOC platforms is a challenging yet rewarding opportunity to deeply understand how students are engaged in MOOCs. Past research, looking mainly into overall behavior, may have missed patterns related to student diversity. Using...
Preprint
Full-text available
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The exploratory study presented in this paper thus aims at verifying how data-driven gamified strategies are perceived by...
Preprint
Full-text available
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of gamified strategies. This paper analysed the game elements employed in gamified learning environments through a...
Preprint
Full-text available
Massive Open Online Courses (MOOCs) continue to see increasing enrolment, but only a small percent of enrolees completes the MOOCs. Whilst a lot of research has focused on predicting completion, there is little research analysing the ostensible contradiction between the MOOC's popularity and the apparent disengagement of learners. Specifically, it...
Preprint
Full-text available
An exploratory study on social interactions of MOOC students in FutureLearn was conducted, to answer "how can we cluster students based on their social interactions?" Comments were categorized based on how students interacted with them, e.g., how a student's comment received replies from peers. Statistical modelling and machine learning were used t...
Preprint
Full-text available
This paper presents for the first time a detailed analysis of fine-grained navigation style identification in MOOCs backed by a large number of active learners. The result shows 1) whilst the sequential style is clearly in evidence, the global style is less prominent; 2) the majority of the learners do not belong to either category; 3) navigation s...
Article
Full-text available
Despite many studies proposing and evaluating frameworks to design gamified environments in education, there is still difficulty in making end-users (e.g., teachers, instructors, and designers) use these services and assess which ones are most appropriate for their context. We tackled this challenge by comparing two frameworks to design a gamified...
Conference Paper
Full-text available
An exploratory study on social interactions of MOOC students in FutureLearn was conducted, to answer "how can we cluster students based on their social interactions?" Comments were categorized based on how students interacted with them, e.g., how a student's comment received replies from peers. Statistical modelling and machine learning were used t...
Chapter
Full-text available
This paper presents for the first time a detailed analysis of fine-grained navigation style identification in MOOCs backed by a large number of active learners. The result shows 1) whilst the sequential style is clearly in evidence, the global style is less prominent; 2) the majority of the learners do not belong to either category; 3) navigation s...
Conference Paper
Full-text available
In Brazil, for each component of schools' curricula, there is a specific training called "Licenciatura" required to teachers. This requirement is also the case for programs of teaching degree in Computer Science. However, several challenges are around them. In this paper, we present a position based on data from the Computer Science education commu...
Conference Paper
Full-text available
Much research has sought to provide a flow experience for students in gamified educational systems to increase motivation and engagement. However, there is still a lack of quantitative research for evaluating the influence of the flow state on learning outcomes. One of the issues related to flow experience identification is that used techniques are...
Article
Full-text available
One of the main goals of gamification in educational settings is to increase student motivation and engagement. To facilitate the design of gamified educational systems, in recent years, studies have proposed various approaches (e.g., methodologies, frameworks and models). One of the main problems, however, is that most of these approaches are theo...
Article
Full-text available
This paper presents an experience report concerning the use of a platform called “Storium” in the subject of “Interactive Fiction” for undergraduate students, from a Digital Design Course. The objective was to use the learning theories of constructivism and multimedia learning to create an instructional plan devised to teach the students how to cre...
Conference Paper
Full-text available
Recent research has shown that using gamification can prone to impact negatively on the motivation of students in educational systems. One of the reasons is that people are motivated or demotivated by different gamification elements according to their "gamer type". Thus, one of the main challenges in this field is to tailor gamified educational sys...
Article
Full-text available
Abstract Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of gamified strategies. This paper analysed the game elements employed in gamified learning environments t...
Conference Paper
Full-text available
Apesar do interesse dos docentes de diferentes níveis educacionais em utilizar jogos digitais para potencializar os processos de ensino e aprendizagem, o uso efetivo desses recursos nos anos iniciais do Ensino Fundamental I ainda é um grande desafio. Esse artigo tem por objetivo relatar a experiência da utilização de jogos digitais educativos no pr...
Conference Paper
Full-text available
O desenvolvimento do Pensamento Computacional possibilita a aquisição de habilidades essenciais para resolver problemas do mundo real. No entanto, abordagens para o desenvolvimento dessa habilidade ainda são raros no cenário educacional e um grande desafio a ser superado nas escolas brasileiras. Este artigo tem por objetivo relatar a experiência de...
Conference Paper
Full-text available
One of the main challenges in the field of educational games is the automatic and implicit users' game experience identification. To face this challenge , we present an exploratory study by using a data-driven based approach for collecting and identifying this experience. We used two different data-mining techniques aiming to associate the user's d...
Conference Paper
Full-text available
Gamification design has benefited from data-driven approaches to creating strategies based on students' characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The exploratory study presented in this paper thus aims at verifying how data-driven gamified strategies are perceived by...
Conference Paper
Full-text available
Several studies on gamification applied to educational systems aim at encouraging students to do certain tasks and improving their learning. According to the literature, most gamification frameworks are structural (e.g. scoring systems, ranking, etc.), with few content-related frameworks. To the best of our knowledge, there is no narrative framewor...
Conference Paper
Full-text available
Selecting gamification elements suitable for specific players (personalization) has been sought to improve the impacts of Gamified Educational Systems (GES). However, the lack of context might be a factor on the inconsistent results of those approaches. To address this lack, we introduce a method for personalizing GES based on learning activities t...