206 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. Toward Human-AI Collaboration: A Recommender System to Support CS1 Instructors to Select Problems for Assignments and Exams
9. Gamification and open learner model: An experimental study on the effects on self-regulatory learning characteristics
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. 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
16. Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers
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. Using Learning Analytics in the Amazonas: Understanding Students' Behaviour in Introductory Programming
27. Two billion registered students affected by stereotyped educational environments: an analysis of gender-based color bias
28. Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese
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. Uncovering associations between users' behaviour and their flow experience.
32. An Umbrella Review of Reporting Quality in CHI Systematic Reviews: Guiding Questions and Best Practices for HCI.
33. An approach for planning and deploying gamification concepts with social networks within educational contexts
34. A DGS Gesture Dictionary for Modelling on Mobile Devices
35. An object triple mapping system supporting detached objects: A performance and memory usage empirical comparison
36. High-speed Videolaryngoscopy: Quantitative Parameters of Glottal Area Waveforms and High-speed Kymography in Healthy Individuals
37. A semi-automatic system to evaluate the performance and scalability of ontology persistent APIs
38. A systematic review on the use of best practices for publishing linked data
39. Educational data mining and learning analytics: a review of educational management in e-learning.
40. Toward a Unified Modeling of Learner's Growth Process and Flow Theory
41. Analysing gamification elements in educational environments using an existing Gamification taxonomy
42. Psychometric properties of the Brazilian-Portuguese Flow State Scale Short (FSS-BR-S).
43. Ontology-based feature modeling: An empirical study in changing scenarios
44. Automated instructional design for CSCL: A hierarchical task network planning approach
45. A Semantic Web-Based Authoring Tool to Facilitate the Planning of Collaborative Learning Scenarios Compliant with Learning Theories
46. A systematic review on multi-device inclusive environments
47. Applications of ontologies in requirements engineering: a systematic review of the literature
48. The Foundations of a Theory-Aware Authoring Tool for CSCL Design
49. JOINT: Java ontology integrated toolkit
50. Rule-based expert systems to support step-by-step guidance in algebraic problem solving: The case of the tutor PAT2Math
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