Luiz A. L. Rodrigues

dblp:228/2395 · also Luiz Antonio Lima Rodrigues, Luiz Rodrigues 0001 · DBLP profile ↗
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30ranked-venue papers
9as first author
29since 2021 · last 2026
0000-0003-0343-3701ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 25 · 8 first-author · 24 since 2021Applied, interdisciplinary, general and emerging computing · 22 · 6 first-author · 22 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Offline-First AIED: An Architectural Blueprint for On-Device LLM Integration in Low-Resource Educational Contexts
Aristoteles Barros, Mateus Monteiro, Ermesson L. dos Santos, Ig Ibert Bittencourt, Seiji Isotani, Luiz A. L. Rodrigues, Diego Dermeval
AIED (6)6
2026 Understanding Teacher Revisions of Large Language Model-Generated Feedback
Conrad Borchers, Luiz A. L. Rodrigues, Newarney Torrezão da Costa, Cleon Xavier, Rafael Ferreira Leite de Mello
AIED2
2026 Translating XAI Into Actionable Feedback Using LLMs to Prevent Student Dropout
Filipe D. Pereira, George Zambonin, André C. A. Nascimento, Mario A. P. Santos, Mariana G. Mello, Tyagi M. Lima, Luiz A. L. Rodrigues, Cleon Xavier, Newarney Torrezão da Costa, Dragan Gasevic, Gabriel Alves 0001, Rafael Ferreira Leite de Mello
AIED7
2026 Towards Elastic Offline-First Applications for AIED Unplugged
Matheus Arataque Uema, Talita De Paula Cypriano De Souza, Luiz A. L. Rodrigues, Diego Dermeval, Ig Ibert Bittencourt, Seiji Isotani
AIED (6)3
2026 Automated Assessment of Handwritten Math Problems: A Comparison of Prompting Strategies for Open and Closed-source LLMs
abstract
Assessing handwritten mathematical solutions is essential for identifying students’ weaknesses and fostering personalized learning. However, scaling such assessment remains challenging for Learning Analytics, which has traditionally focused on digital or typed data. The current study investigated the potential of Large Language Models (LLMs) to automating the assessment of handwritten mathematical solutions and explore how they can be incorporated into large scale learning analytics pipelines. We curated 300 student solution images, annotated them using to a taxonomy of math error types, and compared open-source (Qwen2.5-7B and Gemma3 12B-IT) and closed-source (Gemini 2.0 Flash and GPT-4) LLMs. Two prompting strategies were tested: from adapted from related work and one tailed to the taxonomy of math error types using established prompt design principles. The results revealed that LLMs, particularly Gemini, achieved strong to moderate performance in diagnosing and classifying student errors, while exposing recurring model specific errors. These findings highlight both the promise and limitations of LLMs for integrating handwritten work in LA and recommend that learning analytics practitioners and researchers combine careful model selection, principled prompt design, and error-level analysis to develop AI-powered LA systems that are accurate, equitable, and pedagogically actionable.
Daniel Carneiro Rosa, Andreza Falcão, Jamilla Lobo, Everton Souza, Moésio Wenceslau, Dragan Gasevic, Rafael Ferreira Leite de Mello, Luiz A. L. Rodrigues
LAK8
2026 From Solo Graders to Assisted Annotation: Integrating LLM Suggestions into the Educational Data Creation Pipeline
Cleon Xavier, Luiz A. L. Rodrigues, Ana Valdo, Ariadne Carvalho, Gabriela Matos, Lucas Kalinke, Ramon Vilela, Erika Resende, Thais Moraes, Nara Nobre-Silva, Newarney Torrezão da Costa, Fabíola Gonçalves C. Ribeiro, Anderson Pinheiro, Dragan Gasevic, Rafael Ferreira Leite de Mello
LAK2
2026 A Mixed User-Centered Approach to Enable Augmented Intelligence in Intelligent Tutoring Systems: The Case of MathAIde App
abstract
This study explores the integration of Augmented Intelligence (AuI) in Intelligent Tutoring Systems (ITS) to address challenges in Artificial Intelligence in Education (AIED), including teacher involvement, AI reliability, and resource accessibility. We present MathAIde, an ITS that uses computer vision and AI to correct mathematics exercises from student work photos and provide feedback. The system was designed through a collaborative process involving brainstorming with teachers, high-fidelity prototyping, A/B testing, and a real-world case study. Findings emphasize the importance of a teacher-centered, user-driven approach, where AI suggests remediation alternatives while teachers retain decision-making. Results highlight efficiency, usability, and adoption potential in classroom contexts, particularly in resource-limited environments. The study contributes practical insights into designing ITSs that balance user needs and technological feasibility, while advancing AIED research by demonstrating the effectiveness of a mixed-methods, user-centered approach to implementing AuI in educational technologies.
Guilherme Corredato Guerino, Luiz A. L. Rodrigues, Luana de Parolis Bianchini, Mariana Alves, Marcelo L. M. Marinho, Thomaz Edson Veloso da Silva, Valmir Macario, Diego Dermeval, Thales Vieira, Ig Ibert Bittencourt, Seiji Isotani
Int. J. Hum. Comput. Interact.2
2025 Evaluating Large Language Model Quality in Resource-Constrained Environments: An Educational Stakeholders' Survey on Accuracy, Completeness, and Readability in Brazil
Aristoteles Barros, Mateus Monteiro, Luiz A. L. Rodrigues, Diego Dermeval, Seiji Isotani, Ig Ibert Bittencourt
AIED (2)3
2025 Usage Patterns and Performance Gains in Gamified Online Judges: A Data-Driven Analysis Informed by Cognitive Psychology in CS1
Luiz A. L. Rodrigues, Andres Felipe Zambrano, Maciej Pankiewicz, Amanda Barany, Ryan Baker 0001
AIED (6)1
2025 The Impact of Oversampling Techniques on the Detection of Cognitive Presence
Vitor Rolim, Cleon Xavier, Luiz A. L. Rodrigues, Newarney Torrezão da Costa, Rafael Dueire Lins, Dragan Gasevic, Rafael Ferreira Leite de Mello
AIED (5)3
2025 Remote Team Management in Educational System Development: A Work-From-Home Experience On Developing an Unplugged Mathematics Tutoring Solution
abstract
The COVID-19 pandemic caused a rapid change in workplace dynamics with the forced adoption of remote/hybrid activities. However, best practices for managing distributed software development teams, especially in specialized contexts, are still evolving. This paper reports on the experience of conducting a 1.5-year software development project using a hybrid management approach with nationally distributed teams in Brazil to develop an unplugged intelligent mathematics tutoring system for low-technology educational environments. The study presents a discussion of practices and challenges observed during the project execution. The project delivered a mobile application for automated handwritten math problem correction and instructional material generation. This experience provides practical insights for managing complex, distributed software projects in similar contexts, contributing to deepening knowledge about educational inclusion from a management perspective and refining hybrid management approaches in remote work settings.
João Victor C. T. de Assis, Luiz A. L. Rodrigues, Valmir Macario, Guilherme Corredato Guerino, Marcelo L. M. Marinho
CLEI2
2025 Tutoria: Delivering Personalized Feedback at Scale with Artificial Intelligence
Newarney Torrezão da Costa, Cleon Xavier, Fabíola Gonçalves C. Ribeiro, Gabriel Alves 0001, Luiz A. L. Rodrigues, Taciana Pontual Falcão, Rafael Ferreira Leite de Mello
EC-TEL (2)5
2025 Escreva Mais: A Mobile Application to Enhancing Writing Skills in Resource-Constrained Classrooms
Rafael Ferreira Leite de Mello, Gabriel Barbosa, Silas Augusto, Lenon Anthony, Jamilla Lobo, Cleon Xavier, Newarney Torrezão da Costa, Luiz A. L. Rodrigues
EC-TEL (2)8
2025 Can GPT-4o Evaluate Usability Like Human Experts? A Comparative Study on Issue Identification in Heuristic Evaluation
Guilherme Corredato Guerino, Luiz A. L. Rodrigues, Bruna Santana Capeleti, Rafael Ferreira Leite de Mello, André Pimenta Freire, Luciana A. M. Zaina
INTERACT (3)2
2025 That's What RoBERTa Said: Explainable Classification of Peer Feedback
abstract
Contains fulltext : 317127.pdf (Publisher’s version ) (Open Access)
Rafael Ferreira Leite de Mello, Cleon Pereira Junior, Luiz A. L. Rodrigues, Martine Baars, Olga Viberg
LAK4
2025 Automatic Short Answer Grading in the LLM Era: Does GPT-4 with Prompt Engineering beat Traditional Models?
abstract
Assessing short answers in educational settings is challenging due to the need for scalability and accuracy, which led to the field of Automatic Short Answer Grading (ASAG). Traditional machine learning models, such as ensemble and embeddings, have been widely researched in ASAG, but they often suffer from generalizability issues. Recently, Large Language Models (LLMs) emerged as an alternative to optimize ASAG systems. However, previous research has failed to present a comprehensive analysis of LLMs' performance powered by prompt engineering strategies and compare its capabilities to traditional models. This study presents a comparative analysis between traditional machine learning models and GPT-4 in the context of ASAG. We investigated the effectiveness of different models and text representation techniques and explored prompt engineering strategies for LLMs. The results indicate that traditional machine learning models outperform LLMs. However, GPT-4 showed promising capabilities, especially when configured with optimized prompt components, such as few-shot examples and clear instructions. This study contributes to the literature by providing a detailed evaluation of LLM performance compared to traditional machine learning models in a multilingual ASAG context, offering insights for developing more efficient automatic grading systems.
Rafael Ferreira Leite de Mello, Cleon Pereira Junior, Luiz A. L. Rodrigues, Filipe D. Pereira, Luciano de Souza Cabral, Newarney Torrezão da Costa, Geber L. Ramalho, Dragan Gasevic
LAK3
2025 LLMs Performance in Answering Educational Questions in Brazilian Portuguese: A Preliminary Analysis on LLMs Potential to Support Diverse Educational Needs
abstract
Question-answering systems facilitate adaptive learning and respond to student queries, making education more responsive. Despite that, challenges such as natural language understanding and context management complicate their widespread adoption, where Large Language Models (LLMs) offer a promising solution. However, existing research is predominantly focused on English, proprietary models, and often limited to a single question type, subject, or skill, leaving a gap in understanding LLMs' performance in languages like Brazilian Portuguese and across questions of various characteristics. This study investigates how LLMs could be integrated in an educational question-answering system efficiently to answer different question types (multiple-choice, cloze, open-ended), subjects (mathematics and Portuguese language), and skills (summation/subtraction, multiplication, interpretation, and grammar), evaluating answers by GPT-4 - the main LLM at the time of writing - and Sabiá - the open-source Brazilian Portuguese LLM - based on grades assigned by two experienced teachers. Overall, both LLMs demonstrated strong overall performance, with mean scores close to 9.8 out of 10. However, specific challenges emerged, with distinct strengths and weaknesses observed for each model, such as GPT-4's error in a multiple-choice subtraction question and Sabiá's misinterpretation of a cloze question.
Luiz A. L. Rodrigues, Cleon Xavier, Newarney Torrezão da Costa, Hyan Batista, Luiz Felipe Bagnhuk Silva, Weslei Chaleghi de Melo, Dragan Gasevic, Rafael Ferreira Leite de Mello
LAK1
2024 Automatic Detection of Narrative Rhetorical Categories and Elements on Middle School Written Essays
Rafael Ferreira Leite de Mello, Luiz A. L. Rodrigues, Erverson B. G. de Sousa, Hyan Batista, Mateus Lins, André C. A. Nascimento, Dragan Gasevic
AIED (1)2
2024 Knowledge Tracing Unplugged: From Data Collection to Model Deployment
Luiz A. L. Rodrigues, Anderson P. Avila-Santos, Thomaz Edson Veloso da Silva, Rodolfo Sena da Penha, Carlos Neto, Geiser Chalco Challco, Ermesson L. dos Santos, Everton Souza, Guilherme Corredato Guerino, Thales Vieira, Marcelo L. M. Marinho, Valmir Macario, Ig Ibert Bittencourt, Diego Dermeval, Seiji Isotani
AIED (1)1
2024 Can GPT4 Answer Educational Tests? Empirical Analysis of Answer Quality Based on Question Complexity and Difficulty
Luiz A. L. Rodrigues, Filipe D. Pereira, Luciano de Souza Cabral, Geber L. Ramalho, Dragan Gasevic, Rafael Ferreira Leite de Mello
AIED (1)1
2024 Near Feasibility, Distant Practicality: Empirical Analysis of Deploying and Using LLMs on Resource-Constrained Smartphones
Mateus Monteiro Santos, Aristoteles Barros, Luiz A. L. Rodrigues, Diego Dermeval, Tiago Thompsen Primo, Ig Ibert Bittencourt, Seiji Isotani
ICTD3
2024 Towards explainable automatic punctuation restoration for Portuguese using transformers
Tiago Barbosa de Lima, Vitor Rolim, André C. A. Nascimento, Péricles B. C. Miranda, Valmir Macario, Luiz A. L. Rodrigues, Elyda L. S. X. Freitas, Dragan Gasevic, Rafael Ferreira Leite de Mello
Expert Syst. Appl.6
2023 Evaluation of a Hybrid AI-Human Recommender for CS1 Instructors in a Real Educational Scenario
Filipe D. Pereira, Elaine Harada T. de Oliveira, Luiz A. L. Rodrigues, Luciano de Souza Cabral, David B. F. Oliveira, Leandro S. G. Carvalho, Dragan Gasevic, Alexandra I. Cristea, Diego Dermeval, Rafael Ferreira Leite de Mello
EC-TEL3
2022 GARFIELD: A Recommender System to Personalize Gamified Learning
Luiz A. L. Rodrigues, Armando M. Toda, Filipe D. Pereira, Paula T. Palomino, Ana C. T. Klock, Marcela Pessoa, David B. F. Oliveira, Isabela Gasparini, Elaine Harada T. de Oliveira, Alexandra I. Cristea, Seiji Isotani
AIED (1)1
2022 Towards the understanding of cultural differences in between gamification preferences: A data-driven comparison between the US and Brazil
Armando M. Toda, Ana C. T. Klock, Filipe D. Pereira, Luiz A. L. Rodrigues, Paula T. Palomino, Vinícius Lopes, Craig D. Stewart, Elaine Harada T. de Oliveira, Isabela Gasparini, Seiji Isotani, Alexandra I. Cristea
EDM4
2022 Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms
abstract
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 gamification’s success, especially for CS1 education, is lacking. Thus, there is a clear need to shed light on pre-determinants of gamification’s impact. To tackle this gap, we investigate how user and contextual factors influence gamification’s effect on CS1 students through a quasi-experimental retrospective study ( \( N = 399 \) ), based on a between-subject design (conditions: gamified or non-gamified) in terms of final grade (academic achievement) and the number of programming assignments completed in an educational system (i.e., how much they practiced). Then, we evaluate whether and how user and contextual characteristics (e.g., age, gender, major, programming experience, working situation, internet access, and computer access/sharing) moderate that effect. Our findings indicate that gamification amplified to some extent the impact of practicing. Overall, students practicing in the gamified version presented higher academic achievement than those practicing the same amount in the non-gamified version. Intriguingly, those in the gamified version that practiced much more extensively than the average showed lower academic achievements than those who practiced comparable amounts in the non-gamified version. Furthermore, our results reveal gender as the only statistically significant moderator of gamification’s effect: in our data, it was positive for females but non-significant for males. These findings suggest which (and how) personal and contextual factors moderate gamification’s effects, indicate the need to further understand and examine context’s role, and show that gamification must be cautiously designed to prevent students from playing instead of learning.
Luiz A. L. Rodrigues, Filipe D. Pereira, Armando M. Toda, Paula T. Palomino, Wilk Oliveira, Marcela Pessoa, Leandro S. G. Carvalho, David B. F. Oliveira, Elaine Harada T. de Oliveira, Alexandra I. Cristea, Seiji Isotani
ACM Trans. Comput. Educ.1
2021 Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons
abstract
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 analyzing how gamification worked and the role of context-related aspects in terms of intervention duration and learners' familiarity with programming (i.e., the task's topic). It was a six-week study with 19 undergraduate students from an Algorithms class that measured their learning gains, intrinsic motivation, and number of completed quizzes. Mainly, we found gamification affected learning via intrinsic motivation, effect that depended on intervention duration and learners' familiarity with programming. That is, intrinsic motivation strongly predicted learning gains and gamification's effect on intrinsic motivation changed over time, decreasing from positive to negative as learners had less familiarity with programming. Thus, showing gamification can positively impact programming learning by improving students' intrinsic motivation, although that effect changes over time depending on one's previous familiarity with programming.
Luiz A. L. Rodrigues, Armando M. Toda, Wilk Oliveira, Paula T. Palomino, Anderson P. Avila-Santos, Seiji Isotani
SIGCSE1
2021 Personalization Improves Gamification: Evidence from a Mixed-methods Study
abstract
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 characteristic/dimension. Therefore, we hypothesize if a multidimensional approach for personalized gamification, considering multiple (user and contextual) information, can improve user motivation when compared to the traditional implementation of gamification. In this paper, we test that hypothesis through a mixed-methods sequential explanatory study. First, 26 participants completed two assessments using one of the two gamification designs and self-reported their motivations through the Situational Motivation Scale. Then, we conducted semi-structured interviews to understand learners' subjective experiences during these assessments. As result, the students using the personalized design were more motivated than those using the one-size-fits-all approach regarding intrinsic motivation and identified regulation. Furthermore, we found the personalized design featured game elements suitable to users' preferences, being perceived as motivating and need-supporting. Thus, informing i) practitioners on the use of a strategy for personalizing gamified educational systems that is likely to improve students' motivations, compared to OSFA gamification, and ii) researchers on the potential of multidimensional personalization to improve single-dimension strategies. For transparency, dataset and analysis procedures are available at https://osf.io/grzhp.
Luiz A. L. Rodrigues, Paula T. Palomino, Armando M. Toda, Ana C. T. Klock, Wilk Oliveira, Anderson P. Avila-Santos, Isabela Gasparini, Seiji Isotani
Proc. ACM Hum. Comput. Interact.1
2021 The relationship between user types and gamification designs
abstract
Abstract 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 ( $$N=331$$ N = 331 ) we investigate how user orientation (Achiever, Disruptor, Free Spirit, Philanthropist, Player, and Socializer) is associated with the preference for and perceived sense of accomplishment from different gamification designs. Beyond singular associations between the user orientation and the gamification designs, the findings indicate no comprehensive and consistent patterns of associations. From the six user orientations, five presented significant associations: Socializer orientation was positively associated with Social, Fictional, and Personal designs, while negatively associated with Performance design; Player orientation was positively associated with Social (Accomplishment), Personal, and Ecological designs, while negatively associated with the Social design (Preference); Disruptor orientation was positively associated with Social design; Achiever orientation was positively associated with Performance and Social designs; and Free Spirit orientation was negatively associated with Social design. Based on the results, we provide recommendations on how to personalize gamified systems and set further research trajectories on personalized gamification.
Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Luiz A. L. Rodrigues, Armando M. Toda, Paula T. Palomino, Seiji Isotani
User Model. User Adapt. Interact.4
2020 Procedural versus human level generation: Two sides of the same coin?
abstract
• Procedural Content Generation (PCG) is commonly used to improve video games development. • Whether PCG-created levels lead to player experiences consistent to human-created ones is unclear. • We conducted an A/B study (N = 507) to compare PCG- and human-created levels. • We found PCG can improve game development without major influences on player experiences. • We found user characteristics influenced on differences between conditions. Game development often requires a multidisciplinary team, demands substantial time and budget, and leads to a limited number of game contents (e.g., levels). Procedural Content Generation (PCG) can remedy some of these problems, aiding with the automatic creation of content such as levels and graphics, in both the development and playing time. However, little research has been performed in terms of how PCG influences players, especially on Digital Math Games (DMG). This article addresses this problem by investigating the interactions of players with a DMG that uses PCG, investigating the hypothesis that interacting with this intervention can provide experiences as good as human-designed content. To accomplish this goal, an A/B test was performed wherein the only difference was that one version ( static , N = 242) had human-designed levels, whereas the other ( dynamic , N = 265) provided procedurally generated levels. To validate the approach, a two-sample experiment was designed in which each sample played a single version and, thereafter, self-reported their experiences through questionnaires. We contribute by showing how the participants interactions with a DMG are reported in terms of (1) fun, (2) willingness to play the game again, and (3) curiosity, in addition to how they (4) describe their experiences. Our findings show that samples' experiences did not significantly differ on the four metrics, but did differ on in-game performance. We discuss possible factors that might have influenced players' experiences, in terms of the participants performances and their demographic attributes, and how our findings contribute to human interaction with computers.
Luiz A. L. Rodrigues, Robson Bonidia, Jacques Duílio Brancher
Int. J. Hum. Comput. Stud.1