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Design and automatic detection of flow experience in students and teachers in gamified intelligent educational systems

Grant number: 18/07688-1
Support Opportunities:Scholarships in Brazil - Doctorate
Start date: July 01, 2019
End date: November 30, 2022
Field of knowledge:Physical Sciences and Mathematics - Computer Science
Principal Investigator:Seiji Isotani
Grantee:Wilk Oliveira dos Santos
Host Institution: Instituto de Ciências Matemáticas e de Computação (ICMC). Universidade de São Paulo (USP). São Carlos , SP, Brazil
Associated research grant:13/07375-0 - CeMEAI - Center for Mathematical Sciences Applied to Industry, AP.CEPID
Associated scholarship(s):20/02801-4 - A gamified educational system based on the flow theory, BE.EP.DR

Abstract

Over the years, a plethora of approaches has been conducted aiming to make the educational environments, especially, the intelligent educational systems, more dynamics to better engage the students. Among the approaches, the recent studies are highlighting the personalization of gamification in this kind of systems as a promise way to provide better educational systems. At the same time, different theories have also been studied aiming to provide to students, more engager educational systems or evaluate the efficacy of this kind of system. Considering these theories, the Flow Theory proposes an experience of maximum appreciation of a moment or activity, that can be used to provide better intelligent educational systems, capable of promoting a student flow experience and improve the students' learning. In this sense, this project aims to propose a conceptual model to design dynamic gamified intelligent educational systems, capable of be automatically adapted according to the students' and teachers' gamer type, gender, and individual interests, aiming to provide a student flow experience, as well as, design a model capable of identify the students' and teachers' flow experience based on technologies such as eye tracking, encephalogram and data analysis. (AU)

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VEICULO: TITULO (DATA)
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Scientific publications (16)
(References retrieved automatically from Web of Science and SciELO through information on FAPESP grants and their corresponding numbers as mentioned in the publications by the authors)
TODA, ARMANDO M.; PALOMINO, PAULA T.; OLIVEIRA, WILK; RODRIGUES, LUIZ; KLOCK, ANA C. T.; GASPARINI, ISABELA; CRISTEA, I, ALEXANDRA; ISOTANI, SEIJI. How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education. EDUCATIONAL TECHNOLOGY & SOCIETY, v. 22, n. 3, p. 47-60, . (16/02765-2, 18/11180-3, 18/15917-0, 18/07688-1)
OLIVEIRA, WILK; TENORIO, KAMILLA; HAMARI, JUHO; PASTUSHENKO, OLENA; ISOTANI, SEIJI. Predicting students' flow experience through behavior data in gamified educational systems. SMART LEARNING ENVIRONMENTS, v. 8, n. 1, . (18/07688-1)
OLIVEIRA, WILK; ISOTANI, SEIJI; PASTUSHENKO, OLENA; HRUSKA, TOMAS; HAMARI, JUHO; CHANG, M; CHEN, NS; SAMPSON, DG; TLILI, A. Modeling students' flow experience through data logs in gamified educational systems. IEEE 21ST INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2021), v. N/A, p. 5-pg., . (18/07688-1)
PALOMINO, PAULA T.; TODA, ARMANDO M.; OLIVEIRA, WILK; CRISTEA, ALEXANDRA I.; ISOTANI, SEIJI; CHANG, M; SAMPSON, DG; HUANG, R; GOMES, AS; CHEN, NS; et al. Narrative for gamification in education: why should you care?. 2019 IEEE 19TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2019), v. N/A, p. 3-pg., . (18/15917-0, 18/11180-3, 18/07688-1, 16/02765-2)
OLIVEIRA, WILK; TODA, ARMANDO; PALOMINO, PAULA; RODRIGUES, LUIZ; ISOTANI, SEIJI; SHI, LEI; ASSOC COMP MACHINERY. Towards Automatic Flow Experience Identification in Educational Systems: A Theory-driven Approach. CHI PLAY'19: EXTENDED ABSTRACTS OF THE ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY, v. N/A, p. 8-pg., . (18/15917-0, 18/11180-3, 18/07688-1, 16/02765-2)
TENORIO, KAMILLA; PEREIRA, EMANUEL; REMIGIO, STERFANNO; COSTA, DERECKY; OLIVEIRA, WILK; DERMEVAL, DIEGO; DA SILVA, ALAN PEDRO; BITTENCOURT, IG IBERT; MARQUES, LEONARDO BRANDAO. Brain-imaging techniques in educational technologies: A systematic literature review. EDUCATION AND INFORMATION TECHNOLOGIES, v. 27, n. 1, SI, . (18/07688-1)
SANTOS, ANA CLAUDIA GUIMARAES; OLIVEIRA, WILK; HAMARI, JUHO; RODRIGUES, LUIZ; TODA, ARMANDO M.; PALOMINO, PAULA T.; ISOTANI, SEIJI. The relationship between user types and gamification designs. USER MODELING AND USER-ADAPTED INTERACTION, v. 31, n. 5, . (16/02765-2, 20/02801-4, 18/15917-0, 18/07688-1)
OLIVEIRA, WILK; HAMARI, JUHO; FERREIRA, WILLIAM; TODA, ARMANDO M. M.; PALOMINO, PAULA T. T.; VASSILEVA, JULITA; ISOTANI, SEIJI. The effects of gender stereotype-based interfaces on users' flow experience and performance. JOURNAL OF COMPUTERS IN EDUCATION, v. N/A, p. 26-pg., . (18/07688-1, 20/02801-4)
RODRIGUES, LUIZ; PEREIRA, FILIPE; TODA, ARMANDO; PALOMINO, PAULA; OLIVEIRA, WILK; PESSOA, MARCELA; CARVALHO, LEANDRO; OLIVEIRA, DAVID; OLIVEIRA, ELAINE; CRISTEA, ALEXANDRA; et al. Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms. ACM TRANSACTIONS ON COMPUTING EDUCATION, v. 22, n. 3, p. 27-pg., . (13/07375-0, 18/15917-0, 18/07688-1)
RODRIGUES, LUIZ; TODA, ARMANDO M.; OLIVEIRA, WILK; PALOMINO, PAULA TOLEDO; VASSILEVA, JULITA; ISOTANI, SEIJI. Automating Gamification Personalization to the User and Beyond. IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, v. 15, n. 2, p. 14-pg., . (13/07375-0, 18/15917-0, 18/07688-1)
TODA, ARMANDO; KLOCK, ANA CAROLINA TOME; PALOMINO, PAULA T.; RODRIGUES, LUIZ; OLIVEIRA, WILK; STEWART, CRAIG; CRISTEA, ALEXANDRA, I; GASPARINI, ISABELA; ISOTANI, SEIJI; KEMCZINSKI, A; et al. GamiCSM: Relating education, culture and gamification - a link between worlds. IHC 2020: PROCEEDINGS OF THE 19TH BRAZILIAN SYMPOSIUM ON HUMAN FACTORS IN COMPUTING SYSTEMS, v. N/A, p. 10-pg., . (18/15917-0, 18/11180-3, 18/07688-1)
TODA, ARMANDO M.; PALOMINO, PAULA T.; OLIVEIRA, WILK; RODRIGUES, LUIZ; KLOCK, ANA C. T.; GASPARINI, ISABELA; CRISTEA, ALEXANDRA, I; ISOTANI, SEIJI. How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education. EDUCATIONAL TECHNOLOGY & SOCIETY, v. 22, n. 3, p. 14-pg., . (18/15917-0, 18/11180-3, 18/07688-1, 16/02765-2)
PASTUSHENKO, OLENA; OLIVEIRA, WILK; ISOTANI, SEIJI; HRUSKA, TOMAS; ASSOC COMP MACHINERY. A Methodology for Multimodal Learning Analytics and Flow Experience Identification within Gamified Assignments. CHI'20: EXTENDED ABSTRACTS OF THE 2020 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, v. N/A, p. 9-pg., . (18/07688-1)
TODA, ARMANDO M.; OLIVEIRA, WILK; KLOCK, ANA C.; PALOMINO, PAULA T.; PIMENTA, MARCELO; GASPARINI, ISABELA; SHI, LEI; BITTENCOURT, IG; ISOTANI, SEIJI; CRISTEA, ALEXANDRA I.; et al. A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation. 2019 IEEE 19TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2019), v. N/A, p. 5-pg., . (18/15917-0, 18/11180-3, 18/07688-1, 16/02765-2)
OLIVEIRA, WILK; ASSOC COMP MACHINERY. Towards Automatic Flow Experience Identification in Educational Systems: A Human-computer Interaction Approach. CHI PLAY'19: EXTENDED ABSTRACTS OF THE ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY, v. N/A, p. 6-pg., . (18/07688-1)
OLIVEIRA, WILK; HAMARI, JUHO; JOAQUIM, SIVALDO; TODA, ARMANDO M.; PALOMINO, PAULA T.; VASSILEVA, JULITA; ISOTANI, SEIJI. The effects of personalized gamification on students' flow experience, motivation, and enjoyment. SMART LEARNING ENVIRONMENTS, v. 9, n. 1, p. 26-pg., . (18/15917-0, 18/07688-1)