Luiz Rodrigues

PhD candidate in Computer Science and Computational Mathematics - University of São Paulo - USP
Lecturer at the Faculty of Industries - Londrina, Brazil
Contact: lalrodrigues@usp.br or luiz.r70@gmail.com
Links: Google Citations, Curriculum (in Portuguese), Orcid iD: 0000-0003-4975-7867

Luiz is a researcher at the Laboratory of Applied Computing to Education and Advanced Social Technology (CAEd) and a part-time lecturer at the Faculty of Industries from Londrina, Brazil. Has a B.Sc. and M.Sc, and is a Ph.D. candidate at the University of São Paulo, all in Computer Science. His research interests are gamification, personalization and user modeling, educational data mining, educational games, and procedural content generation.


Education

University of São Paulo (USP) - São Carlos, Brazil

PhD candidate
PhD candidate in Computer Science and Computational Mathematics
Title: Tailoring gamified educational systems to users and context
Field: Computers in Education; Gamification; HCI
Advisor: Seiji Isotani
Funding: (Brazilian) National Council for Scientific and Technological Development - CNPq
2019 - Current

Londrina State University (UEL) - Londrina, Brazil

MSc degree
MSc degree in Computer Science
Title: Assessing the influences of Procedural Level Generation Through a Digital Math Game
Field: Procedural Content Generation; Educational games; User experience
Advisor: Jacques Brancher
Funding: (Brazilian) Coordination for the Improvement of Higher Education Personnel - CAPES
2017 - 2018

Filadelfia University Center (UniFil) - Londrina, Brazil

BSc degree
BSc degree in Computer Science
Title: A Compositional Approach for Procedural Level Generation
Fields: Procedural Content Generation; Digital games; User modeling
Advisor: Mario Adaniya
Funding: (Brazilian) Araucaria Foundation
2013 - 2016

Experience

Part-time Lecturer

Faculty of Industries - Londrina, Brazil
Level: Undergraduation
Course: Software Engineering
Subjects: Artificial Inteligence, Software Architecture, Scientific Methodology
2021 - Current

Invited Lecturer

National Industrial Training Service of Londrina (SENAI) - Londrina, Brazil
Level: Specialization
Course: Big Data and Intelligent Systems
Subjects: Artificial Intelligence Foundations, Computational Intelligence, Workshop for Project Development
2019 - 2021

Invited Lecturer

Londrina State University/Open University of Brazil.
Level: Undergraduation
Course: Computing Teaching (distance learning)
Subjects: Programming Language
2019 - 2019

Voluntary Instructor

Filadélfia University Center
Level: Vacation minicourses
Subjects: Introduction to Artificial Intelligence with Python, Introduction to basic math, Programming 2D games for web and mobile, Programming in Java Web with JSF, Introduction to Data Structures, Programming logic with Scratch, Introduction to C programming language
2014 - 2016

Main Publications

[PDF] [Web] Luiz Rodrigues, Paula T. Palomino, Armando M. Toda, Ana C. T. Klock, Wilk Oliveira, Anderson P. Avila-Santos, Isabela Gasparini, and Seiji Isotani. 2021. Personalization Improves Gamification: Evidence from a Mixed-methods Study. Proc. ACM Hum.-Comput. Interact. 5, CHI PLAY, Article 287 (September 2021), 24 pages. https://doi.org/10.1145/3474714


[PDF] [Web] Rodrigues, L., Pereira, F.D., Toda, A.M. et al. Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study. Int J Educ Technol High Educ 19, 13 (2022). https://doi.org/10.1186/s41239-021-00314-6


[PDF] [Web] Rodrigues, L., Toda, A. M., Oliveira, W., Palomino, P. T., Vassileva, J., & Isotani, S. (2022). Automating gamification personalization to the user and beyond. IEEE Transactions on Learning Technologies, 15(2), 199-212.


[PDF] [Web] Luiz Rodrigues, Filipe Pereira, Armando Toda, Paula Palomino, Wilk Oliveira, Marcela Pessoa, Leandro Carvalho, David Oliveira, Elaine Oliveira, Alexandra Cristea, and Seiji Isotani. 2022. Are they learning or playing? Moderator conditions of gamification’s success in programming classrooms. ACM Trans. Comput. Educ. Just Accepted (November 2022). DOI:https://doi.org/10.1145/3485732


[PDF] [Web] Rodrigues, L., Bonidia, R., & Brancher, J. (2020). Procedural versus human level generation: Two sides of the same coin?. International Journal of Human-Computer Studies, 141, 102465.



Articles

[PDF] [Web] Rodrigues, L., Toda, A. M., Oliveira, W., Palomino, P. T., Vassileva, J., & Isotani, S. (2022). Automating gamification personalization to the user and beyond. IEEE Transactions on Learning Technologies, 15(2), 199-212.


[PDF] [Web] Luiz Rodrigues, Filipe Pereira, Armando Toda, Paula Palomino, Wilk Oliveira, Marcela Pessoa, Leandro Carvalho, David Oliveira, Elaine Oliveira, Alexandra Cristea, and Seiji Isotani. 2022. Are they learning or playing? Moderator conditions of gamification’s success in programming classrooms. ACM Trans. Comput. Educ. Just Accepted (November 2022). DOI:https://doi.org/10.1145/3485732


[PDF] [Web] Rodrigues, L., Pereira, F.D., Toda, A.M. et al. Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study. Int J Educ Technol High Educ 19, 13 (2022). https://doi.org/10.1186/s41239-021-00314-6


[PDF] [Web] Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Rodrigues, L., Palomino, P. T., & Isotani, S. (2022). Tailored gamification in education: A literature review and future agenda. Education and Information Technologies, 1-34.


[PDF] [Web] Luiz Rodrigues, Paula T. Palomino, Armando M. Toda, Ana C. T. Klock, Wilk Oliveira, Anderson P. Avila-Santos, Isabela Gasparini, and Seiji Isotani. 2021. Personalization Improves Gamification: Evidence from a Mixed-methods Study. Proc. ACM Hum.-Comput. Interact. 5, CHI PLAY, Article 287 (September 2021), 24 pages. https://doi.org/10.1145/3474714


[PDF] [Web] Santos, A.C.G., Oliveira, W., Hamari, J. et al. The relationship between user types and gamification designs. User Model User-Adap Inter 31, 907–940 (2021). https://doi.org/10.1007/s11257-021-09300-z


[PDF] [Web] Pereira, F. D., Fonseca, S. C., Oliveira, E. H., Cristea, A. I., Bellhäuser, H., Rodrigues, L., ... & Carvalho, L. S. (2021). Explaining individual and collective programming students’ behaviour by interpreting a black-box predictive model. IEEE Access.


[PDF] [Web] Rodrigues, L., Bonidia, R., & Brancher, J. (2020). Procedural versus human level generation: Two sides of the same coin?. International Journal of Human-Computer Studies, 141, 102465.


[PDF] [Web] Toda, A. M., Palomino, P. T., Oliveira, W., Rodrigues, L., Klock, A. C., Gasparini, I., ... & Isotani, S. (2020). How to gamify learning systems? an experience report using the design sprint method and a taxonomy for gamification elements in education. Journal of Educational Technology & Society, 22(3), 47-60.


[PDF] [Web] Oliveira, W., Toda, A. M., Palomino, P. T., Rodrigues, L., & Isotani, S. (2020). Which one is the best? A quasi-experimental study comparing frameworks for unplugged gamification. RENOTE, 18(1).


[Web] Hirata, R. P., Oliveira, J. M. D., Schneider, L. P., Bertoche, M. P., Rodrigues, L. A. L., Rodrigues, A., ... & Furlanetto, K. C. (2020). The Gini Coefficient: A New Approach to Assess Physical Activity Inequality in COPD. COPD: Journal of Chronic Obstructive Pulmonary Disease, 17(6), 623-626.


[PDF] [Web] Rodrigues, L., & Brancher, J. (2019). Procedurally generating a digital math game’s levels: Does it impact players’ in-game behavior?. Entertainment Computing, 32, 100325.


[PDF] [Web] Rodrigues, L., & Brancher, J. (2019). Playing an educational game featuring procedural content generation: Which attributes impact players’ curiosity?. RENOTE, 17(1), 254-263.


[PDF] [Web] Toda, A. M., Klock, A. C., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., ... & Cristea, A. I. (2019). Analysing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learning Environments, 6(1), 1-14.


[PDF] [Web] Palomino, P. T., Toda, A. M., Oliveira, W., Rodrigues, L., & Isotani, S. (2019). Teaching Interactive Fiction for Undergraduate Students with the Aid of Information Technologies: An Experience Report. RENOTE-Revista Novas Tecnologias na Educação, 17(3).


[PDF] [Web] Bonidia, R. P., Rodrigues, L. A., Avila-Santos, A. P., Sanches, D. S., & Brancher, J. D. (2018). Computational intelligence in sports: A systematic literature review. Advances in Human-Computer Interaction, 2018.



Conference Papers

[PDF] [Web] Rodrigues, L., Toda, A. M., Oliveira, W., Palomino, P. T., Avila-Santos, A. P., & Isotani, S. (2021, March). Gamification Works, but How and to Whom? An Experimental Study in the Context of Programming Lessons. In Proceedings of the 52nd ACM Technical Symposium on Computer Science Education (pp. 184-190).


[PDF] [Web] Pessoa, M., Melo R., Haydar, G., Oliveira, D. B. F, Oliveira, L. S. G., Oliveira, E. H. T., Conte, T., Pereira, F. D., Rodrigues, L. Isotani, S. (2021, November). Uma análise dos tipos de jogadores em uma plataforma de gamificação incorporada a um sistema juiz on-line. In Anais do Simpósio Brasileiro de Informática na Educação (pp. 474-486). SBC.


[PDF] [Web] Pereira, F. D., Junior, H. B., Rodriques, L., Toda, A., Oliveira, E. H., Cristea, A. I., ... & Isotani, S. (2021) A Recommender System Based on Effort: Towards Minimising Negative Affects and Maximising Achievement in CS1 Learning. In: Cristea A.I., Troussas C. (eds) Intelligent Tutoring Systems. ITS 2021. Lecture Notes in Computer Science, vol 12677. Springer, Cham. https://doi.org/10.1007/978-3-030-80421-3_51.


[PDF] [Web] Oliveira, W., Pastushenko, O., Rodrigues, L., Toda, A. M., Palomino, P. T., Hamari, J., & Isotani, S. (2021). Does gamification affect flow experience? A systematic literature review. 5th International GamiFIN Conference 2021 (GamiFIN 2021), April 7-10, 2021, Finland.


[PDF] [Web] Rodrigues, L., Toda, A. M., Palomino, P. T., Oliveira, W., & Isotani, S. (2020, October). Personalized gamification: A literature review of outcomes, experiments, and approaches. In Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 699-706).


[PDF] [Web] Rodrigues, L., Toda, A. M., Oliveira, W., Palomino, P. T., & Isotani, S. (2020, November). Just beat it: Exploring the influences of competition and task-related factors in gamified learning environments. In Anais do XXXI Simpósio Brasileiro de Informática na Educação (pp. 461-470). SBC.


[PDF] [Web] Oliveira, W., Toda, A. M., Palomino, P. T., Rodrigues, L., Shi, L., & Isotani, S. (2020, November). Towards Automatic Flow Experience Identification in Educational Systems: A Qualitative Study. In Anais do XXXI Simpósio Brasileiro de Informática na Educação (pp. 702-711). SBC.


[PDF] [Web] Toda, A., Pereira, F. D., Klock, A. C. T., Rodrigues, L., Palomino, P., Oliveira, W., ... & Isotani, S. (2020, November). For whom should we gamify? Insights on the users intentions and context towards gamification in education. In Anais do XXXI Simpósio Brasileiro de Informática na Educação (pp. 471-480). SBC.


[PDF] [Web] Toda, A., Klock, A. C. T., Palomino, P. T., Rodrigues, L., Oliveira, W., Stewart, C., ... & Isotani, S. (2020, October). GamiCSM: relating education, culture and gamification-a link between worlds. In Proceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems (pp. 1-10).


[PDF] [Web] Rodrigues, L., & Brancher, J. D. (2019, November). Procedural Level Generation to Improve a Digital Math Game's Development: Does it Impact Player Experience?. In Anais dos Workshops do Congresso Brasileiro de Informática na Educação (Vol. 8, No. 1, p. 1032).


[PDF] [Web] Palomino, P., Toda, A., Oliveira, W., Rodrigues, L., Cristea, A., & Isotani, S. (2019, November). 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) (Vol. 30, No. 1, p. 773).


[PDF] [Web] Toda, A., Palomino, P., Rodrigues, L., Oliveira, W., Shi, L., Isotani, S., & Cristea, A. (2019, November). Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE) (Vol. 30, No. 1, p. 763).


[PDF] [Web] Rodrigues, L., Oliveira, W., Toda, A., Palomino, P., & Isotani, S. (2019, November). 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) (Vol. 30, No. 1, p. 823).


[PDF] [Web] Oliveira, W., Rodrigues, L., Toda, A., Palomino, P., & Isotani, S. (2019, November). Automatic game experience identification in educational games. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE) (Vol. 30, No. 1, p. 952).


[PDF] [Web] Palomino, P. T., Toda, A. M., Oliveira, W., Rodrigues, L., & Isotani, S. Gamification Journey: A Novel Approach for Classifying Gamer Types for Gamified Educational Systems. Proceedings of SBGames 2019


[PDF] [Web] Rodrigues, L. A., & Brancher, J. D. (2018, October). Improving Players' Profiles Clustering from Game Data Through Feature Extraction. In 2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) (pp. 177-17709). IEEE.


[PDF] [Web] Rodrigues, L., Bonidia, R. P., & Brancher, J. D. (2017, October). A math educacional computer game using procedural content generation. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE) (Vol. 28, No. 1, p. 756).



Short Papers

[PDF] [Web] Rodrigues, L., Toda, A., Pereira, F., Palomino, P. T., Klock, A. C., Pessoa, M., ... & Isotani, S. (2022). GARFIELD: A Recommender System to Personalize Gamified Learning. In International Conference on Artificial Intelligence in Education (pp. 666-672). Springer, Cham.


[PDF] [Web] Palomino, P., Toda, A., Rodrigues, L., Oliveira, W., & Isotani, S. (2020). From the Lack of Engagement to Motivation: Gamification Strategies to Enhance Users Learning Experiences. In 2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)-GranDGames BR Forum.


[PDF] [Web] Rodrigues, L., & Brancher, J. The Impact of Procedural Level Generation on Players’ Experiences and In-game Behavior. Proceedings of SBGames 2019 - Master and Doctoral Thesis SBGames Award


[PDF] [Web] Oliveira, W., Toda, A., Palomino, P., Rodrigues, L., Isotani, S., & Shi, L. (2019, October). Towards automatic flow experience identification in educational systems: A theory-driven approach. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 581-588).



Abstracts

[PDF] [Web] Toda, A., Palomino, P. T., Rodrigues, L., Klock, A. C., Pereira, F., Borges, S., ... & Cristea, A. I. (2022). Gamification Through the Looking Glass-Perceived Biases and Ethical Concerns of Brazilian Teachers. In International Conference on Artificial Intelligence in Education (pp. 259-262). Springer, Cham.


[PDF] [Web] Armando Toda, Ana Klock, Filipe Dwan Pereira, Luiz Rodrigues, Paula Toledo Palomino, Vinicius Lopes, Craig Stewart, Elaine H. T. Oliveira, Isabela Gasparini, Seiji Isotani, Alex, & ra Cristea. (2022). Towards the understanding of cultural differences in between gamification preferences: A data-driven comparison between the US and Brazil. Proceedings of the 15th International Conference on Educational Data Mining, 560–564. https://doi.org/10.5281/zenodo.6853030


[Web] Rodrigues, A., Rodrigues, L. A. L., Schneider, L. P., Machado, F. V. C., Belo, L., Paes, T., ... & Pitta, F. (2018). Classification Decision Tree models to understanding subjects with COPD physical activity profiles: Preliminary results.



Technical Work

Registered Software

RODRIGUES, L. A. L. ; BONIDIA, ROBSON P. ; NAKAI, C. N. ; PEREIRA, Y. H. ; BRANCHER, J. D. . SpaceMath. 2019. Patente: Programa de Computador. Número do registro: 512019000611-9, título: "SpaceMath", Instituição de registro: INPI - Instituto Nacional da Propriedade Industrial.


Reviewing

International Journal of Human-Computer Interaction (IJHCI). 2022.

International Conference on Artificial Intelligence in Education (AIED 2022). 2022.

Annual Conference on Innovation and Technology in Computer Science Education (ITiCSE 2022). 2022.

Simulations & Gaming (S&G). 2022.

Simulations & Gaming (S&G). 2021.

International Journal of Educational Technology in Higher Education (IJETHE). 2021.

Annual Conference on Human Factors in Computing Systems (CHI 2022). 2021.

Annual Symposium on Computer-Human Interaction in Play (CHI Play 2021). 2021.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES. 2020.

51st SIGCSE Technical Symposium (2020). 2019.

LIII Hawaii International Conference on System Sciences (HICSS 2020). 2019.

XXX Brazilian Symposium on Computers in Education (SBIE 2019). 2019.

V Workshop of Computing Teaching (WLIC) - Workshop do Brazilian Congress on Computers in Education (CBIE 2019). 2019.

Postgraduate Students Experience (STUDX) - Track of the Brazilian Symposium on Computers in Education (SBIE 2019). 2019.

1st ACM Global Computing Education Conference (CompEd 2019). 2018.



Awards

  • 2020. Best Paper (2nd place) of the Brazilian Symposium on Computers in Education - T2 - For whom should we gamify? Insights on the users intentions and context towards gamification in education, CEIE - Brazilian Computing Society (SBC)
  • 2020. Best Specialization Research Project - student Leonardo Bordignon Sluzala, Institute of Mathematics and Computer Science (ICMC), University of São Paulo
  • 2020. Honorable Mention to Specialization Research Project - student Maurício Vieira Dias Junior, Institute of Mathematics and Computer Science (ICMC), University of São Paulo
  • 2019. 2nd Place of the Theses and Dissertations Competition in Games (CTD-Games) - Master's Thesis Modality, Brazilian Symposium on Games and Digital Entertainment
  • 2019. Honorable Mention of the Alexandre Direne Contest for Theses, Dissertations and Undergraduate Conclusion Works in Computers in Education (CTD-IE) - Master's Thesis Modality, Brazilian Congress on Computers in Education

Advising

Leonardo Bordignon Sluzala. Um Sistema Tutor Inteligente para o Ensino de Equilíbrio Rotacional no Ensino Médio. 2020. Monograph. (Specialization on Computing Applied to Education) - University of São Paulo. Advisor: Luiz Rodrigues


Gabriela Pintar de Oliveira. Desenvolvimento de um sistema tutor inteligente sobre respiração celular associado a elementos ficcionais de gamificação. 2020. Monograph. (Specialization on Computing Applied to Education) - University of São Paulo. Advisor: Luiz Rodrigues


Amanda Del Grecco Santana Simões. Treino de Habilidades Sociais via Sistema Tutor Inteligente: Uma abordagem tática para manutenção da Saúde Mental frente à Covid-19. 2020. Monograph. (Specialization on Computing Applied to Education) - University of São Paulo. Advisor: Luiz Rodrigues


Maurício Vieira Dias Junior. Análise do efeito de dicas especializadas de tutoria no ensino de introdução a programação. 2020. Monograph. (Specialization on Computing Applied to Education) - University of São Paulo. Advisor: Luiz Rodrigues