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117 results on '"Isotani, Seiji"'

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1. Uncovering associations between users' behaviour and their flow experience.

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3. Positive Artificial Intelligence in Education (P-AIED): A Roadmap.

4. Mathematics intelligent tutoring systems with handwritten input: a scoping review.

5. How Personalization Affects Motivation in Gamified Review Assessments.

7. Gamification and open learner model: An experimental study on the effects on self-regulatory learning characteristics.

8. Psychometric properties of the Brazilian-Portuguese Flow State Scale Short (FSS-BR-S).

9. Eles Percebem o que Queremos? Um Estudo Sobre a Percepção dos Estudantes em um Sistema Educacional Gamificado.

10. Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers.

11. Advancing school dropout early warning systems: the IAFREE relational model for identifying at-risk students.

12. Methodologies for publishing linked open government data on the Web: A systematic mapping and a unified process model.

13. Towards Digital Transformation of the Validation and Triage Process of Textbooks in the Brazilian Educational Policy.

14. An ontology for modelling user' profiles and activities in gamified education.

15. Does gender stereotype threat affects the levels of aggressiveness, learning and flow in gamified learning environments?: An experimental study.

16. Offline Artificial Intelligence for Education: a path to a more inclusive field.

17. Tailored gamification in education: A literature review and future agenda.

18. Computational approaches for literacy of children with autism: a systematic mapping.

19. Two billion registered students affected by stereotyped educational environments: an analysis of gender-based color bias.

20. Automating Gamification Personalization to the User and Beyond.

21. The effects of personalized gamification on students' flow experience, motivation, and enjoyment.

22. Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese.

23. Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study.

24. Tecnologias Educacionais Estereotipadas: Um desafio a ser enfrentado.

25. Systematic map and review of Google Classroom usage during the Covid-19 pandemic: an analysis by data clustering approach.

26. Predicting students' flow experience through behavior data in gamified educational systems.

27. The relationship between user types and gamification designs.

28. Validation and psychometric properties of the Brazilian-Portuguese dispositional flow scale 2 (DFS-BR).

29. A Proposal of Model of Emotional Regulation in Intelligent Learning Environments.

30. Customização da Regulação Emocional de Acordo com a Personalidade dos Estudantes em Sistemas Tutores Inteligentes.

31. Using learning analytics in the Amazonas: understanding students' behaviour in introductory programming.

32. Energetics of native defects in ZnO.

34. The effects of using hearing aids and a frequency modulated system on listening effort among adolescents with hearing loss.

35. How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education.

36. Um framework de classificação de complexidade para infográficos.

37. Análise exploratória sobre a abertura de dados educacionais no Brasil: como melhorar o ecossistema de dados na Web?

38. Toward Better Outcomes in Audiology Distance Education: An Educational Data Mining Approach.

39. Flow Theory to Promote Learning in Educational Systems: Is it Really Relevant?

40. A DGS gesture dictionary for modelling on mobile devices.

41. A systematic review on the use of best practices for publishing linked data.

42. Estrutura Ontológica para representar Papéis Colaborativos Afetivos em ambientes CSCL.