292 results on '"Isotani, Seiji"'
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2. Enhancing Students’ Learning Experience Through Gamification: Perspectives and Challenges
3. Enhancing User Experience in Learning Environments: a Narrative Gamification Framework for Education
4. Effects of a collaborative gamification on learning and engagement of children with Autism
5. Authoring Inner Loops of Intelligent Tutoring Systems Using Collective Intelligence
6. Gamification Through the Looking Glass - Perceived Biases and Ethical Concerns of Brazilian Teachers
7. GARFIELD: A Recommender System to Personalize Gamified Learning
8. MathAIde: A Qualitative Study of Teachers’ Perceptions of an ITS Unplugged for Underserved Regions
9. Psychometric properties of the Brazilian-Portuguese Flow State Scale Short (FSS-BR-S)
10. Learning and Gamification Dashboards: A Mixed-Method Study with Teachers
11. A Recommender System Based on Effort: Towards Minimising Negative Affects and Maximising Achievement in CS1 Learning
12. UMA DISCUSSÃO ABRANGENTE DO PROCESSO DA VALIDAÇÃO E ANÁLISE DE ATRIBUTOS DE LIVROS NO PNLD
13. SAGE: A dataset for Smart Adaptive Gamified Education
14. Teacher-Centered Intelligent Tutoring Systems: Design Considerations from Brazilian, Public School Teachers
15. Uncovering associations between users' behaviour and their flow experience
16. Gamificação e a Experiência de Fluxo no Aprendizado de Programação Básica no Ensino Superior
17. Perspectivas de estados afetivos para as disciplinas de programação: um mapeamento sistemático da literatura no Brasil
18. Automated Thematic Coherence Scoring of Student Essays Written in Portuguese
19. Classificação ou Regressão? Avaliando Coesão Textual em Redações no contexto do ENEM
20. Applications of convolutional neural networks in education: A systematic literature review
21. Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers
22. Mathematics intelligent tutoring systems with handwritten input: a scoping review
23. Gamification of Virtual Learning Environments: A Narrative and User Experience Approach
24. The Consistency of Gamification User Types: A Study on the Change of Preferences over Time
25. The Relationship between Users’ Behavior and Their Flow Experience in Gamified Systems
26. Eles Percebem o que Queremos? Um Estudo Sobre a Percepção dos Estudantes em um Sistema Educacional Gamificado
27. Positive Artificial Intelligence in Education (P-AIED): A Roadmap
28. Can Ontologies Support the Gamification of Scripted Collaborative Learning Sessions?
29. Data-Driven Analysis of Engagement in Gamified Learning Environments: A Methodology for Real-Time Measurement of MOOCs
30. Can We Use Gamification to Predict Students’ Performance? A Case Study Supported by an Online Judge
31. Introdução à Informática na Educação baseada em Evidências
32. Advancing school dropout early warning systems: the IAFREE relational model for identifying at-risk students
33. Predicting user types with symbolic images: An empirical validation based on two card-sorting studies
34. Quantify: An Information Fusion Model Based on Syntactic and Semantic Analysis and Quality Assessments to Enhance Situation Awareness
35. Discovery of Study Patterns that Impacts Students’ Discussion Performance in Forum Assignments
36. Methodologies for publishing linked open government data on the Web: A systematic mapping and a unified process model
37. Towards explainable prediction of essay cohesion in Portuguese and English
38. Effects of a Collaborative Gamification on Learning and Engagement of Children with Autism
39. How Personalization Affects Motivation in Gamified Review Assessments
40. Literature review on technologies and games that motivated people to practice physical activity during the pandemic
41. Metadados e a tomada de decisão com base em evidências
42. A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments
43. The effects of gender stereotype-based interfaces on users’ flow experience and performance
44. An architecture for monitoring public educational policies based on big open linked data
45. Detecção Automática de Clímax em Produções de Textos Narrativos
46. Guidelines for Google Classroom usage as an e-learning tool during Covid-19 pandemic based on similarity search
47. Learning Analytics Desconectada: Um Estudo de Caso em Análise de Produções Textuais
48. Estimando Coesão Textual em Redações no Contexto do ENEM Utilizando Modelos de Aprendizado de Máquina
49. Aprendizagem de Máquina para Classificação de Tipos Textuais: Estudo de Caso em Textos escritos em Português Brasileiro
50. An ontology for modelling user’ profiles and activities in gamified education
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