we aim to create guidelines for developing these tools
and investigate the influence of variables such as age
and experience with games on students perceptions of
the UX conveyed by educational platforms.
ACKNOWLEDGEMENTS
This research, carried out within the scope of the
Samsung-UFAM Project for Education and Research
(SUPER), according to Article 48 of Decree nº
6.008/2006(SUFRAMA), was funded by Samsung
Electronics of Amazonia Ltda., under the terms
of Federal Law nº 8.387/1991, through agreement
001/2020, signed with Federal University of Ama-
zonas and FAEPI, Brazil. This research was also
supported by the Brazilian funding agency FA-
PEAM through process number 062.00150/2020, the
Coordination for the Improvement of Higher Ed-
ucation Personnel-Brazil (CAPES) financial code
001, the S
˜
ao Paulo Research Foundation (FAPESP)
under Grant 2020/05191-2, and CNPq processes
314174/2020-6. We also thank to all participants of
the study present in this paper.
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