VLDB 2026 Research / reviewers in the wild / expert
Elziane Monteiro Soares
dblp:249/0351
· DBLP profile ↗
6ranked-venue papers
4as first author
5since 2021 · last 2023
0000-0002-3408-8640ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 4 since 2021Software engineering, systems software and programming languages · 2 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | An Analysis of a Gamification Application for Teaching and Learning Knowledge Management under the Qualitative and Affective Computing ContextsabstractKnowledge as an organizational asset is of great importance in the decision-making process, which needs to be managed properly in order to achieve, from this, a competitive differential in the respective segment of the labor market where the organization is inserted. Thus, managing knowledge and making it an exploitable asset within the organization is of great importance. Therefore, generating new ideas, solutions and innovations and making them available to members of the organization, whether from an organizational database or even from the process of socialization among employees, is necessary for the maintenance of knowledge. Based on this, this work presents the evaluation of an experience report that consisted of the application of a gamification to support the teaching and learning of the knowledge management assets and process in a research laboratory context. The data collected, both during the application of gamification, and at the end of the experiment in the feedback and evaluation meeting, were analyzed qualitatively from the application of Affective Computing and also through the SWOT (Strengths, Weaknesses, Opportunities, Threats) matrix. After analyzing these data, the effectiveness of this gamified proposal was proven in order to stimulate the teaching and learning process of knowledge management. Igor Ernesto Ferreira Costa, Antonilson da Silva Alcantara, Elisiane Monteiro Soares, Raimundo Viégas Junior, Elziane Monteiro Soares, Emanuel Amoras Rodrigues, Sandro R. B. Oliveira |
FIE | 5 |
| 2022 | The Adoption of a Framework to Support the Evaluation of Gamification Strategies in Software Engineering Education
Rodrigo Henrique Barbosa Monteiro, Maurício R. de A. Souza, Sandro R. B. Oliveira, Elziane Monteiro Soares |
CSEDU (2) | 4 |
| 2022 | Application of a Gamification to Solve Problems of Software Process Improvement in the Educational Context: A Case Study
Elziane Monteiro Soares, Sandro R. B. Oliveira |
CSEDU (2) | 1 |
| 2022 | An Evaluation of the Participants' Perception of a Gamification to solve Problems of Software Process Improvement in the Educational ContextabstractThis Research to Practice Full Paper presents that Software Process Improvement (SPI) is seen as the fundamental approach to improving software products in software development organizations, being used to improve software quality and reliability, employee and customer satisfaction and return on investment, among other factors. Specialized studies report that organizations face several problems and difficulties in conducting software process improvement initiatives. Among the existing factors are issues related to the attitudes of individuals, for example, resistance to change, lack of motivation, support and commitment of those involved in the initiatives. In this context, it is important that organizations adopt approaches and strategies to facilitate the implementation of the SPI initiatives, since the lack of adequate treatment and consequently the occurrence of problems is something that leads to the failure experienced in the improvement initiatives. Many companies have used game strategies to motivate and engage the employee, not only in productivity and fun, which inevitably improves the work environment, but also to encourage innovation and development of their tasks. Thus, the use of gamification in the context addressed can stimulate people's motivation and commitment to effectively join and participate in SPI initiatives. Gamification has been used to assist in the teaching-learning process, and can be applied in the educational area or in companies, to stimulate a learning and work climate through the motivation of the people involved. Thus, this paper considered the context of problems and difficulties that occur in the software process pmprovement. To evaluate the strategies developed to minimize or treat these problems, a dynamics with gamification elements was applied in a research laboratory. It is noteworthy that gamification has been used to assist in the teaching-learning process, and can be applied in the educational area or in companies, to stimulate a learning and work climate through the motivation of the people involved. In view of the above, this paper aims to evaluate the perception of the participants who acted in the dynamics, in order to obtain feedback regarding the strategies applied to the problems, if they promoted the learning and engagement necessary to develop the activities necessary to achieve the results of the improvement. Thus, in the participants' perception, the use of gamification elements contributes as a mechanism to stimulate people's motivation and commitment to adhere and effectively participate in SPI initiatives. Elziane Monteiro Soares, Sandro R. B. Oliveira |
FIE | 1 |
| 2021 | An Analysis of Gamification Elements for a Solving Proposal of Software Process Improvement Problems
Elziane Monteiro Soares, Sandro R. B. Oliveira |
ICSOFT | 1 |
| 2019 | Application of Open Coding using the Grounded Theory Method to Identify the Profile of Information and Commucation Technology Companies in the State of Pará from BrazilabstractThe use of methods inserted in the context of Experimental Software Engineering as the experimental study, case studies, opinion surveys and controlled experiments, has intensified in recent years. Considering this context, this study aims to present the application of the Open Coding proposal in the experimental method of Grounded Theory (GT), in order to contribute to the definition of the profile of Information and Communication Technology (ICT) companies in the State of Para from Brazil, since the results generated in this work favor the development of the next steps of the GT method. The context explored happened under the perpescence of the MOSE model, more specifically in the Customer and Market (CM) dimension, once the investigation was based on information related to the concepts present in this dimension, aiming to know the form that occurs the development of the CM competence in the daily life of each company participating in this research. Elziane Monteiro Soares, Sandro R. B. Oliveira |
ICSOFT | 1 |