Paula Palomino
PhD Student, Gamification in Education

Paula is a Brazilian PhD student in Computer Science at the University of São Paulo (USP), under Dr Seiji Isotani's supervision and Dr Lennart Nacke's co-supervision. She holds an MSc and BSc in Communication from the Federal University of São Carlos (UFSCar). Her main interests are game design, gamification, UX and digital culture and she researches the use of subjective game elements in gamification frameworks applied to educational contexts.
Publications
Year 2020
How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education

Seiji Isotani, Alexandra Cristea, Isabela Gasparini, Ana C. T. Klock, Luiz Rodrigues, Wilk Oliveira, Paula Palomino, and Armando Toda. 2020. How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education. In Journal of Educational Technology & Society 22, 3: 47-60. International Forum of Educational Technology & Society. doi:10.2307/26896709
Validating the effectiveness of data-driven gamification recommendations: An Exploratory study
Armando Toda, Paula Palomino, Luiz Rodrigues, Wilk Oliveira, Lei Shi, Seiji Isotani, and Alexandra Cristea. 2020. Validating the effectiveness of data-driven gamification recommendations: An Exploratory study. In arXiv preprint arXiv:2008.05847. . doi:10.5753/cbie.sbie.2019.763
Which one is the best? A quasi-experimental study comparing frameworks for unplugged gamification

Wilk Oliveira, Armando Toda, Paula Palomino, Luiz Rodrigues, and Seiji Isotani. 2020. Which one is the best? A quasi-experimental study comparing frameworks for unplugged gamification. In RENOTE 18, 1. . doi:https://doi.org/10.22456/1679-1916.105971
Year 2019
A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation

Armando Toda, Wilk Oliveira, Ana C. T. Klock, Paula Palomino, Marcelo Pimenta, Ig Bittencourt, Lei Shi, Isabela Gasparini, Seiji Isotani, and Alexandra Cristea. 2019. A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation. In 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) 2161: 84-88. IEEE. doi:10.1109/ICALT.2019.00028
Analysing gamification elements in educational environments using an existing Gamification taxonomy

Alexandra I. Cristea, Seiji Isotani, Isabela Gasparini, Ig Bittencourt, Lei Shi, Luiz Rodrigues, Paula Palomino, Wilk Oliveira, Ana C. T. Klock, and Armando Toda. 2019. Analysing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learning Environments. doi:10.1186/s40561-019-0106-1
Automatic game experience identification in educational games

Wilk Oliveira, Luiz Rodrigues, Armando Toda, Paula Palomino, and Seiji Isotani. 2019. Automatic game experience identification in educational games. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE) 30, 1: 952. . doi:10.5753/cbie.sbie.2019.952
Exploring content game elements to support gamification design in educational systems: narrative and storytelling

Paula Palomino, Armando Toda, Wilk Oliveira, Luiz Rodrigues, Alexandra Cristea, and Seiji Isotani. 2019. Exploring content game elements to support gamification design in educational systems: narrative and storytelling. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE) 30, 1: 773. . doi:10.5753/cbie.sbie.2019.773
Gamification journey: A Novel approach for classifying gamer types for gamified educational systems

Seiji Isotani, Luiz Rodrigues, Wilk Oliveira, Armando Toda, and Paula Palomino. 2019. Gamification journey: A Novel approach for classifying gamer types for gamified educational systems. SBGames. Online: https://www.sbgames.org/sbgames2019/files/papers/ArtesDesignFull/197988.pdf
Narrative for Gamification in Education: Why Should you Care?

Paula Palomino, Armando Toda, Wilk Oliveira, Alexandra Cristea, and Seiji Isotani. 2019. Narrative for Gamification in Education: Why Should you Care?. In 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT): 97-99. IEEE. doi:10.1109/ICALT.2019.0003
Teaching Interactive Fiction for Undergraduate Students with the Aid of Information Technologies: An Experience Report

Seiji Isotani, Luiz Rodrigues, Wilk Oliveira, Armando Toda, and Paula Palomino. 2019. Teaching Interactive Fiction for Undergraduate Students with the Aid of Information Technologies: An Experience Report. In RENOTE-Revista Novas Tecnologias na Educação 17, 3. Revista Novas Tecnologias na Educação. Online: https://www.seer.ufrgs.br/renote/article/viewFile/99537/55680
Thinking Inside the Box: How to Tailor Gamified Educational Systems Based on Learning Activities Types

Luiz Rodrigues, Wilk Oliveira, Armando Toda, Paula Palomino, and Seiji Isotani. 2019. Thinking Inside the Box: How to Tailor Gamified Educational Systems Based on Learning Activities Types. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE) 30, 1: 823. . doi:10.5753/cbie.sbie.2019.823
Towards Automatic Flow Experience Identification in Educational Systems: A Theory-driven Approach

Wilk Oliveira, Armando Toda, Paula Palomino, Luiz Rodrigues, Seiji Isotani, and Lei Shi. 2019. Towards Automatic Flow Experience Identification in Educational Systems: A Theory-driven Approach. 581-588. doi:10.1145/3341215.3356311