Search

Your search keyword '"Isotani, Seiji"' showing total 26 results

Search Constraints

Start Over You searched for: Author "Isotani, Seiji" Remove constraint Author: "Isotani, Seiji" Publication Type Electronic Resources Remove constraint Publication Type: Electronic Resources
26 results on '"Isotani, Seiji"'

Search Results

1. Do people's user types change over time? An exploratory study

2. Does gamification affect flow experience? A systematic literature review

3. Automating Gamification Personalization: To the User and Beyond

4. Analysing gamification elements in educational environments using an existing Gamification taxonomy

5. Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study

6. Automated feedback on the structure of hypothesis tests

7. Group formation for collaborative learning: A systematic literature review

8. Model-based characterization of text discourse content to evaluate online group collaboration

9. Automated feedback on the structure of hypothesis tests

10. Group formation for collaborative learning: A systematic literature review

11. Model-based characterization of text discourse content to evaluate online group collaboration

12. Automated feedback on the structure of hypothesis tests

13. Group formation for collaborative learning: A systematic literature review

14. Model-based characterization of text discourse content to evaluate online group collaboration

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

16. Preliminary study of Data Mining analysis of high speed Kymography and voice data

17. Preliminary study of Data Mining analysis of high speed Kymography and voice data

18. Analysis of permanence time in emotional states: A case study using educational software

19. FOCA: A Methodology for Ontology Evaluation

20. Infographics or Graphics+Text: Which Material is Best for Robust Learning?

23. Energetics of native defects in ZnO

24. GaTO: An Ontological Model to Apply Gamification in Intelligent Tutoring Systems

25. GaTO: An Ontological Model to Apply Gamification in Intelligent Tutoring Systems

26. Evaluating machine learning approaches to classify pharmacy students' reflective statements

Catalog

Books, media, physical & digital resources