Professor in the Graduate Program in Informatics (PPGI) and teacher in the bachelor in Information systems (BSI) at the Federal University of the State of Rio de Janeiro (UNIRIO). Head leader in the Research Group of Games to Complex Contexts (JOCCOM). Ph.D. in Informatics by UNIRIO (2019). Master in Computer Science by UFJF (2014). Bachelor in Information Systems by CES/JF (2011). Technical in Informatics by CTU/UFJF (2007). And System Analyst with many experienced years.
EDUCATION
- Ph.D. in Informatics. Universidade Federal do Estado do Rio de Janeiro, UNIRIO, Brasil. Year of degree: 2019.
- Master´s in Computer Science. Universidade Federal de Juiz de Fora, UFJF, Brasil. Year of degree: 2014.
- Bachelor in Information Systems. Centro Universitário Academia - UniAcademia, UniAcademia, Brasil. Year of degree: 2011.
Investigating Gamification to Reduce Procrastination-Systematic Literature Review Milena Batalha Pereira, Tadeu Moreira de Classe, Sean Wolfgand Matsui Siqueira Journal on Interactive Systems, 2025 Introduction: Procrastination significantly impacts in the lives of young people and adults, both in academic and professional contexts, reducing interest, performance and productivity. The prevalence rates in the general adult population highlight the frequency of this phenomenon. Procrastination, defined as the voluntary postponement of tasks despite awareness of its negative consequences, undermines academic performance, workplace productivity, and mental and physical health. Gamification, as a strategy within interactive systems, has been recognized for its potential to enhance motivation and, consequently, to reduce procrastination. Methods: This study explores how integrating gamification elements (such as points, badges, challenges, leaderboards, and progress bars) into interactive systems can improve user engagement, motivation, and task management, and consequently, help to reduce procrastination. The research methodology followed a systematic literature review, guided by SEGRESS guidelines. Results: The review included 24 studies, carefully selected from 781 identified through reputable databases. The findings highlight both the potential benefits and the challenges of employing gamification to combat procrastination. Discussion: This research emphasizes the importance of personalization in gamification strategies to address procrastination effectively. It further contributes to interactive systems design by exploring how organizational processes/behaviors and productivity can be enhanced through gamification systems (technology), tailored to assist users (students, workers, and procrastinators in general) in overcoming procrastination-related challenges.
PYP4Training: designing digital games for business process training Tatiane Neves Lopes, Renata Mendes de Araujo, Tadeu Moreira de Classe, Flávio dos Santos Sant'Anna Business Process Management Journal, 2024 PurposeBusiness process training is a crucial activity in the business process management lifecycle, performed whenever an organization needs to train workers about how to carry out their activities according to defined processes, after significant process changes, or whenever new workers come on board. Due to their motivational character, serious games have been understood as an unconventional alternative to support training in organizational processes. Still, methodologies to design serious digital games specifically for business process training are missing in the literature. This research paper presents a method – Play Your Process for Training (PYP4Training) – for designing digital games for business process training.Design/methodology/approachThe research is guided by design science research methodologies and comprises the adaptation of Play Your Process (PYP), a method for designing business process-based digital games (BPBDG). PYP activities and supporting tools were shaped to cope with the specific requirements of BPBDG design for process training purposes, bringing to light a new method: PYP4Training.FindingsPYP4Training was evaluated by designing a BPBDG for training a heavy equipment maintenance process in a multinational mining company. The game was evaluated by process owners and actors who reported a positive perception of the game as an option for process training. However, there is still space for improving trainees' engagement.Originality/valueThe research proposes an innovative way for business process training using digital games. Nevertheless, literature shows a lack of systematic procedures to build such games and results about their use.
Foreword: Research in Information Systems Track of SBSI 2024 ACM International Conference Proceeding Series, 2024
Unveiling Corruption: A Game With The Purpose of Give Thought to Environmental Corruption Topics Vinicius Santos De Abreu, Tadeu Moreira de Classe, Ronney Moreira de Castro ACM International Conference Proceeding Series, 2024 Context: Corruption is a worrying topic worldwide because it is the primary source of issues related to social problems, environmental crimes, ineffective health, low education, and other contexts. Problem: In this scenario, citizens, the most harmed actors in corruption scenarios, can become the main weapon against it. By providing information and giving them chances to get knowledge and think critically, they could fight against corrupt situations. Nevertheless, it is a non-trivial task. Solution: Thus, we present the game Green Greed in this paper. Considering the teaching and learning features already recognized in games with a purpose, our game gives information that allows citizens to think critically about environmental corruption and its relation to climate change. IS Theory: We based the game design process on the rhetorical theory because, using it, we could present critical information and persuade our audience by the crucial problem that the game approaches. Method: We evaluate the game using a quasi-experiment to analyze the player’s perception of the game’s pedagogical subject, rhetorics, and critical thinking. We analyzed data by quantitative methods such as descriptive and inferential statistics. Summary Results: We observed evidence that players perceived the game elements related to pedagogical subjects, rhetorics, and critical thinking. Also, we could observe the correlation among these game elements. Contributions to IS: Thus, this study brings contributions to the SI area by proposing games as supporting tools to make citizens learn and think about corruption issues. In addition, beyond the social relevance of this theme, the research is aligned with the GranDSI-BR 2016-2026 and GranDGamesBR 2020-2030.
Alternative Techniques of Teaching and Learning in Brazilian Information Systems Courses: A Glimpse from Students and Teachers Tadeu Moreira de Classe, Ronney Moreira de Castro, Cátia C. Carnevalli De Castro ACM International Conference Proceeding Series, 2024 Context: Today’s digital society requires various skills like critical thinking, problem-solving, and decision-making. Educational processes must align with these skills and real-world situations, fostering reflective thinking and knowledge-building in students. Problem: Despite the crucial role of information systems (IS) courses for people in the technology information job market, many students exhibit low motivation in their classes, often caused by traditional teaching approaches. Solution: In this sense, this article explores the perceptions of teachers and students about conventional and alternative teaching methods in disciplines of Brazilian IS courses. Method: Our research employs survey-based steps. IS Theory: We used grounded theory and count methods as qualitative data analysis approaches. Summary Results: Findings highlight the use and impact of traditional and alternative techniques in IS courses, providing insights into teaching methodologies, learning processes, and student motivation. Contributions to IS: The research contributes to the information systems field, offering insights into teaching practices in Brazilian courses and suggesting strategies for enhancing IS education in the country.
Could Gameplay Data of Games with a Purpose Assist in Training Hazardous Situations in the Industry? Cristiano Barroso Serra, Tadeu Moreira de Classe Journal on Interactive Systems, 2024 Accidents and risks in the industry pose significant challenges concerning executing critical tasks. Inadequate employee training compromises the ability to manage risks, making the environment prone to accidents. In this context, games with training purposes emerge as a promising solution, providing an interactive and immersive environment. Focusing on improved risk management, organizational managers can utilize data collected by these games as metrics for monitoring and enhancement. However, it is necessary to understand how games with a purpose can contribute to the training process for hazardous situations in the industry. With this in mind, this study investigates the topic by exploring both the literature through a systematic mapping and the perceptions of workers from an oil and gas industry through a survey. As a result of the investigations, techniques for analyzing and visualizing gameplay data obtained from training games, design elements, game genres, and primary usage contexts were identified. Additionally, it was possible to analyze workers' perceptions from the oil and gas industry of how these games and their data can add value and contribute to safety training sections within their workplaces. Therefore, there were indications that games with a purpose, combined with data analysis and visualization techniques, can offer a new perspective for conducting and evaluating training, providing information that contributes to improving work quality indices and reducing severe accident risks within the industry.
Games With Safety Training Purposes in the Industry: Game Design Method and Its Demonstration Roberto Rufino Júnior, Tadeu Moreira de Classe, Camila de Castro Lima Journal on Interactive Systems, 2024 Work accidents are a concern for the industry as they can generate human, material, and economic losses. One way to mitigate them is to conduct efficient safety training, but they cannot always arouse the necessary interest and engagement of those trained. Games with a purpose are tools widely used for training in different contexts. They are identified as innovative, immersive, and attractive approaches, but they are complex to develop. This article presents SafetyPlay Game Design (SpGD), a structured method for designing safety training games with well-defined steps that support translating training elements into an immersive and playful game environment. Since we seek to build an artifact as an intervention to a problem in a real context, we based the research methodology on Action Research to conduct the investigations. Therefore, the intervention in the context of security training continued with creating and demonstrating the SpGD method based on the construction of a digital game for training. In this way, the evaluation undertaken in this research considered two moments: i) the ability of SpGD to develop the game, considering when we evaluated it by volunteers regarding game experience and perception of safety training, and ii) the validated method through interviews with game designers, experts in designing training games. The results point to evidence that the SpGD method supported the design of a game that allowed a positive gaming experience considered by game designers to be viable and useful for this purpose, in addition to allowing people to learn training concepts and risks. Therefore, this research contributes to the game design field and the industry, providing opportunities for creating interactive training that can complement traditional security training.
Metaverse as a Learning Environment for Blended Teaching Tadeu Moreira de Classe, Ronney Moreira de Castro, Eduardo Gomes de Oliveira Ried Revista Iberoamericana De Educacion A Distancia, 2023 A COVID-19 motivou profundas transformações no campo educacional, acelerando mudanças relacionadas ao uso de novas tecnologias para alunos e professores, sendo forçados a frequentaram ambientes remotos constantemente e adaptarem as práticas educacionais a eles. Com o retorno gradativo às atividades presenciais após o período crítico da pandemia, alunos e professores enfrentaram o crescimento de uma desafiadora realidade, o ensino e aprendizado híbrido. Neste contexto, o uso de tecnologias como o metaverso surge como abordagem natural a este tipo de ensino, uma vez que apresenta a proposta de estender o mundo real para ambientes virtuais. Neste artigo, o objetivo é apresentar o uso de um metaverso como um ambiente de aprendizado para dar suporte ao ensino híbrido. Através de um estudo quasi-experimental em uma turma de ensino superior, foi analisada a percepção dos alunos e sua motivação ao usar este tipo de abordagem para o ensino híbrido. Como resultados, foram identificadas evidências positivas de que o metaverso foi percebido com um bom ambiente de aprendizado para o ensino híbrido e que proporcionou motivação aos alunos para a realização das atividades didáticas propostas. Assim, a partir das lições aprendidas na pandemia, este trabalho traz contribuições ao apresentar uma possível abordagem usando o metaverso como ambiente de aprendizado para suportar as necessidades do ensino híbrido.
Foreword: Program Committee ACM International Conference Proceeding Series, 2023
Interactive narratives as an alternative business process model International Conference on Information Systems Icis 2023 Rising Like A Phoenix Emerging from the Pandemic and Reshaping Human Endeavors with Digital Technologies, 2023
Design of Ontology Alignment Repair Systems to Support Domain Experts Ceur Workshop Proceedings, 2021
A Useful Tool to Support the Ontology Alignment Repair Miriam Oliveira dos Santos, Carlos Eduardo Ribeiro de Mello, Tadeu Moreira de Classe Lecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics, 2020
A collaborative approach to support e-science activities Tadeu Classe, Regina Braga, Jose Maria N. David, Fernanda Campos, Marco Antonio Araujo, et al. Proceedings of the 2016 IEEE 20th International Conference on Computer Supported Cooperative Work in Design Cscwd 2016, 2016
E-sciencenet: Service composition in scientific domains Proceedings of the Iadis International Conference Www Internet 2013 Icwi 2013, 2013
RECENT SCHOLAR PUBLICATIONS
Escape Room Educacional Digital como Ferramenta de Aprendizado na Disciplina de Banco de Dados TM de Classe, RM de Castro, EG de Oliveira Simpósio Brasileiro de Informática na Educação (SBIE), 550-563 , 2025 2025
Do Latim ao Português nas Telas Digitais: Inovando no Ensino de Português Através do Storytelling Digital EG de Oliveira, TM de Classe, LGR Barbosa, RM de Castro Simpósio Brasileiro de Informática na Educação (SBIE), 759-772 , 2025 2025
Formação Docente no Uso do Storytelling Digital como Ferramenta Pedagógica EG de Oliveira, TM de Classe Revista Brasileira de Informática na Educação 33, 1544-1566 , 2025 2025
Gamificação no ensino técnico de desenvolvimento de sistemas: engajamento, motivação e fluxo no pós-pandemia EG de Oliveira, JJ dos Santos Junior, IIBS Pinto, TM Classe, S Isotani ETD-Educação Temática Digital 27, e025053-e025053 , 2025 2025
Narrativa Interativa Procedural: Abordagem em IA Generativa para Histórias e Diálogos Sempre Inéditos TM de Classe, EG de Oliveira, RM de Castro Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 136-147 , 2025 2025
Mapeamento Sistemático da Literatura Sobre Frameworks de Game Design Baseados em Motivação e Emoção DAD D’Andrea, TM de Classe, SWM Siqueira Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 48-59 , 2025 2025
Técnicas de Autobalanceamento em Jogos Digitais-Mapeamento Sistemático da Literatura CB Serra, TM de Classe, SWM Siqueira Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 254-266 , 2025 2025
Há Consenso Cultural? Descrição e Avaliação Qualitativa de Uma Taxonomia de Gênero de Jogos Digitais HH Cardouzo, TM de Classe, SWM Siqueira Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 837-847 , 2025 2025
Beyond Play Your Process-Game Design and Business Process Model: A Rapid Review C da Conceição Lima, G Xexéo, TM de Classe Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 35-47 , 2025 2025
Percepção de Experiência dos Jogadores em Plataformas Digitais Online para RPGs e Jogos de Tabuleiro JVA Figueira, TM de Classe Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 781-791 , 2025 2025
Storytelling e Narrativas Interativas para Treinamento de Risco na Indústria-Uma Revisão Rápida da Literatura RR Júnior, TM de Classe Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 2098-2109 , 2025 2025
O Papel das Ferramentas de Brainstorming e Psicologia no Processo Criativo do Game Design: Survey com Profissionais da Indústria de Jogos DAD D’Andrea, TM de Classe, SWM Siqueira, MR Battistella Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 1978-1989 , 2025 2025
Digital Game Development Using Large Language Models (LLMs): An Exploratory Study CB Serra, GMB Serra, TM de Classe Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 538-549 , 2025 2025
Análise de Jogos Digitais Usando um Catálogo de Qualidade de Estética-Uma Prova de Conceito de Aplicação RFC Carrion, TM de Classe, HP de Sá Sousa Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 380-391 , 2025 2025
Gamificação em Aplicativos de Organização Pessoal: Uma Análise de Mercado MB Pereira, HH Cardouzo, TM de Classe Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 2022-2034 , 2025 2025
Autobalanceamento de jogos digitais a partir do uso de Controladores Proporcional-Integrativo-Derivativo (PID) CB Serra, TM de Classe Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 345-350 , 2025 2025
SafetyPlay Game Design: Um Método Estruturado para Jogos de Treinamento de Segurança na Indústria RR Júnior, TM de Classe Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 312-318 , 2025 2025
Prefácio e Organização TM de Classe, MSP Pessoa Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), i-xv , 2025 2025
A Non-functional Requirements Catalog of Aesthetics for Digital Games RFC Carrion, HP de Sá Sousa, TM de Classe International Workshop on Interaction and Player Research in Game … , 2025 2025
Storytelling Digital para a Jornada do Herói: Abordagem Didática na Aprendizagem e Narrativas para Jogos Digitais TM de Classe, EG de Oliveira, RM de Castro Workshop sobre Educação em Computação (WEI), 137-148 , 2025 2025
MOST CITED SCHOLAR PUBLICATIONS
The play your process method for business process-based digital game design TM de Classe, RM De Araujo, GB Xexéo, S Siqueira International Journal of Serious Games 6 (1), 27-48 , 2019 2019 Citations: 41
Designing serious games for citizen engagement in public service processes N Pflanzl, T Classe, R Araujo, G Vossen International Conference on Business Process Management, 180-191 , 2016 2016 Citations: 31
Jogos digitais baseados em processos de negócio TM de Classe, R de Janeiro-UNIRIO, RM de Araujo, G Xexéo Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames) , 2019 2019 Citations: 21
Public processes are open for play TM De Classe, RM De Araujo, GB Xexéo, SWM Siqueira Digital Government: Research and Practice 2 (4), 1-18 , 2021 2021 Citations: 19
Current risk situation training in industry, and games as a strategy for playful, engaging and motivating training RR Júnior, TM de Classe, RP dos Santos, SWM Siqueira Journal on Interactive Systems 14 (1), 138-156 , 2023 2023 Citations: 18
O que são jogos: Uma introdução ao objeto de estudo do ludes G Xexéo, A Carmo, A Acioli, B Taucei, C Dipolitto, E Mangeli, J Kritz, ... Relatório Técnico do LUDES RT LUDES 1 , 2017 2017 Citations: 18
Desaparecidos rj–um jogo digital para o entendimento de processos de prestaçao de serviços públicos T Classe, R Araujo, G Xexeo XVI Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames 2017 … , 2017 2017 Citations: 18
Metaverso como um ambiente de aprendizado para o ensino híbrido TM de Classe, RM de Castro, EG de Oliveira RIED-Revista Iberoamericana de Educación a Distancia 26 (2) , 2023 2023 Citations: 16
Process model game design: Uma ferramenta para apoio a sistematização de design de jogos digitais baseados em processos de negócio T Classe, RM Araujo, GB Xexéo Simpósio Brasileiro de Jogos e Entretenimento Digital-SBGames , 2018 2018 Citations: 16
Evaluating students’ technology acceptance of use of metaverse as an educational information system for hybrid education TM Classe, RM Castro, HPDS Sousa Proceedings of the XIX Brazilian Symposium on Information Systems, 197-205 , 2023 2023 Citations: 14
A distributed infrastructure to support scientific experiments T Classe, R Braga, JMN David, F Campos, W Arbex Journal of Grid Computing 15 (4), 475-500 , 2017 2017 Citations: 14
Gamificação para participação social em processos públicos: mapeamento sistemático T Classe, R Araujo Simpósio Brasileiro de Sistemas Colaborativos (SBSC), 130-137 , 2015 2015 Citations: 13
Investigating gamification to reduce procrastination-systematic literature review MB Pereira, TM de Classe, SWM Siqueira Journal on Interactive Systems 16 (1), 302-319 , 2025 2025 Citations: 11
Metaverso: Ambiente de colaboração e aprendizado em aula híbrida TM de Classe, RM de Castro Simpósio Brasileiro de Sistemas Colaborativos (SBSC), 16-29 , 2023 2023 Citations: 11
Play your process-uma método de design de jogos digitais baseados em modelos de processos de negócio TM de Classe, SWM Siqueira, RM de Araujo, GB Xexéo Simpósio Brasileiro de Sistemas de Informação (SBSI), 142-157 , 2020 2020 Citations: 11
Xô Corona: aprendendo medidas preventivas da COVID-19 através de um jogo JS Kritz, LM Costa, TM Classe, GB Xexéo Proceedings of SBGames 2020, 1-10 , 2020 2020 Citations: 11
Metodologia para desenvolvimento de jogos com proposito de um laboratorio de ludologia E Mangeli, TM de Classe, H Macedo, P Marques, LM Costa, G Xexéo Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 143-151 , 2021 2021 Citations: 10
Jogos Digitais Para Participação Cidadã em Processos de Prestação de Serviços Públicos T Classe, R Araujo Workshop de Teses e Dissertações do Simpósio Brasileiro de Sistemas de … , 2016 2016 Citations: 10
Narratives for business processes-based digital games: Systematic mapping of the literature MR Ferreira, TM Classe Proceedings of the XVIII Brazilian Symposium on Information Systems, 1-9 , 2022 2022 Citations: 9
VAPBr: values in digital games for public service in Brazil TM de Classe, F Janssen, R Araujo International Journal of Serious Games 8 (4), 25-48 , 2021 2021 Citations: 9