20 results on '"Isotani, Seiji"'
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2. Gamification Through the Looking Glass - Perceived Biases and Ethical Concerns of Brazilian Teachers
3. Learning and Gamification Dashboards: A Mixed-Method Study with Teachers
4. A Recommender System Based on Effort: Towards Minimising Negative Affects and Maximising Achievement in CS1 Learning
5. Data-Driven Analysis of Engagement in Gamified Learning Environments: A Methodology for Real-Time Measurement of MOOCs
6. Can We Use Gamification to Predict Students’ Performance? A Case Study Supported by an Online Judge
7. Analysis of Permanence Time in Emotional States: A Case Study Using Educational Software
8. Discouraging Gaming the System Through Interventions of an Animated Pedagogical Agent
9. The Bright and Dark Sides of Gamification
10. A Systematic Approach for Providing Personalized Pedagogical Recommendations Based on Educational Data Mining
11. Towards an Ontology for Gamifying Collaborative Learning Scenarios
12. Towards an Ontology-Based System to Improve Usability in Collaborative Learning Environments
13. Can Erroneous Examples Help Middle-School Students Learn Decimals?
14. Towards Intelligent Tutoring with Erroneous Examples: A Taxonomy of Decimal Misconceptions
15. An Authoring Tool to Support the Design and Use of Theory-Based Collaborative Learning Activities
16. iGeom: Towards an Interactive Geometry Software with Intelligent Guidance Capabilities
17. Theory-Driven Group Formation through Ontologies
18. A Plug-in Based Adaptive System: SAAW
19. Deployment of Ontologies for an Effective Design of Collaborative Learning Scenarios
20. Tying Ontologies to Domain Contents for CSCL
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