212 results on '"Isotani, Seiji"'
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2. Exploring Brazilian Teachers’ Perceptions and a priori Needs to Design Smart Classrooms
3. Mathematics intelligent tutoring systems with handwritten input: a scoping review
4. How Personalization Affects Motivation in Gamified Review Assessments
5. Effects of a collaborative gamification on learning and engagement of children with Autism
6. MathAIde: A Qualitative Study of Teachers’ Perceptions of an ITS Unplugged for Underserved Regions
7. The effects of gender stereotype-based interfaces on users’ flow experience and performance
8. Gamification and open learner model: An experimental study on the effects on self-regulatory learning characteristics
9. Toward Human-AI Collaboration: A Recommender System to Support CS1 Instructors to Select Problems for Assignments and Exams
10. A Proposal of Model of Emotional Regulation in Intelligent Learning Environments
11. Assessing students’ handwritten text productions: A two-decades literature review
12. Does Gender Stereotype Threat Affects the Levels of Aggressiveness, Learning and Flow in Gamified Learning Environments?: An Experimental Study
13. Tailored Gamification in Education: A Literature Review and Future Agenda
14. Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers
15. Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms
16. Planning Gamification Strategies Based on User Characteristics and DM: A Gender-Based Case Study
17. Automating Gamification Personalization to the User and Beyond
18. Applications of convolutional neural networks in education: A systematic literature review
19. Computational Approaches for Literacy of Children with Autism: A Systematic Mapping
20. Gamification Suffers from the Novelty Effect but Benefits from the Familiarization Effect: Findings from a Longitudinal Study
21. The Effects of Personalized Gamification on Students' Flow Experience, Motivation, and Enjoyment
22. Predicting user types with symbolic images: An empirical validation based on two card-sorting studies
23. The State-of-the-Art on Collective Intelligence in Online Educational Technologies
24. Investigating how gamified syllabic literacy impacts learning, flow and inappropriate behaviors: A single-subject study design
25. Predicting Students' Flow Experience through Behavior Data in Gamified Educational Systems
26. Two billion registered students affected by stereotyped educational environments: an analysis of gender-based color bias
27. Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese
28. Using Learning Analytics in the Amazonas: Understanding Students' Behaviour in Introductory Programming
29. The relationship between user types and gamification designs
30. How to Gamify Learning Systems? An Experience Report Using the Design Sprint Method and a Taxonomy for Gamification Elements in Education
31. A DGS Gesture Dictionary for Modelling on Mobile Devices
32. An approach for planning and deploying gamification concepts with social networks within educational contexts
33. Educational data mining and learning analytics: a review of educational management in e-learning.
34. Educational Data Mining: A review of evaluation process in the e-learning
35. Affective states in computer-supported collaborative learning: Studying the past to drive the future
36. A systematic review on the use of best practices for publishing linked data
37. An object triple mapping system supporting detached objects: A performance and memory usage empirical comparison
38. High-speed Videolaryngoscopy: Quantitative Parameters of Glottal Area Waveforms and High-speed Kymography in Healthy Individuals
39. Analysing gamification elements in educational environments using an existing Gamification taxonomy
40. Psychometric properties of the Brazilian-Portuguese Flow State Scale Short (FSS-BR-S).
41. Toward a Unified Modeling of Learner's Growth Process and Flow Theory
42. What do students do on-line? Modeling students' interactions to improve their learning experience
43. A gamified peer assessment model for on-line learning environments in a competitive context
44. Does peer assessment in on-line learning environments work? A systematic review of the literature
45. Reduced GUI for an interactive geometry software: Does it affect students' performance?
46. Ontology-based feature modeling: An empirical study in changing scenarios
47. Using erroneous examples to improve mathematics learning with a web-based tutoring system
48. Automated instructional design for CSCL: A hierarchical task network planning approach
49. A Semantic Web-Based Authoring Tool to Facilitate the Planning of Collaborative Learning Scenarios Compliant with Learning Theories
50. Advancing school dropout early warning systems: the IAFREE relational model for identifying at-risk students.
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