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8. 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

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. Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms

15. Planning Gamification Strategies Based on User Characteristics and DM: A Gender-Based Case Study

17. Automating Gamification Personalization to the User and Beyond

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

23. The State-of-the-Art on Collective Intelligence in Online Educational Technologies

25. Predicting Students' Flow Experience through Behavior Data in Gamified Educational Systems

26. Using Learning Analytics in the Amazonas: Understanding Students' Behaviour in Introductory Programming

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

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

34. A DGS Gesture Dictionary for Modelling on Mobile Devices

40. Toward a Unified Modeling of Learner's Growth Process and Flow Theory

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

45. A Semantic Web-Based Authoring Tool to Facilitate the Planning of Collaborative Learning Scenarios Compliant with Learning Theories

48. The Foundations of a Theory-Aware Authoring Tool for CSCL Design

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