676 results on '"Isotani, Seiji"'
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2. Exploring Brazilian Teachers’ Perceptions and a priori Needs to Design Smart Classrooms
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Books, media, physical & digital resources
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. Knowledge Tracing Unplugged: From Data Collection to Model Deployment
9. Breaking the Cycle: AI Boosting Communication Skills of Low-Income Students in Brazil
10. Contextual Features for Automatic Essay Scoring in Portuguese
11. Exploring NLP and Embedding for Automatic Essay Scoring in the Portuguese
12. Bringing AIED, Public Policy and GDPR to Promote Educational Opportunities in Brazil
13. Unhappiness and Demotivation Among Students in Gamified Tutoring Systems: Toward Understanding the Gender Gap
14. An Optimization Approach for Elementary School Handwritten Mathematical Expression Recognition
15. Handwritten Equation Detection in Disconnected, Low-Cost Mobile Devices
16. Exploring the Impact of Gender Stereotypes on Motivation, Flow State, and Learning Performance in a Gamified Tutoring System
17. MOOCRev: A Large-Scale Data Repository for Course Reviews
18. Toward Human-AI Collaboration: A Recommender System to Support CS1 Instructors to Select Problems for Assignments and Exams
19. Gamification and open learner model: An experimental study on the effects on self-regulatory learning characteristics
20. A Proposal of Model of Emotional Regulation in Intelligent Learning Environments
21. Assessing students’ handwritten text productions: A two-decades literature review
22. Gamification for Education
23. Does Gender Stereotype Threat Affects the Levels of Aggressiveness, Learning and Flow in Gamified Learning Environments?: An Experimental Study
24. Tailored Gamification in Education: A Literature Review and Future Agenda
25. Do people's user types change over time? An exploratory study
26. Does gamification affect flow experience? A systematic literature review
27. Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms
28. Planning Gamification Strategies Based on User Characteristics and DM: A Gender-Based Case Study
29. Automating Gamification Personalization: To the User and Beyond
30. Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study
31. Analysing gamification elements in educational environments using an existing Gamification taxonomy
32. Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers
33. Artificial Intelligence and Educational Policy: Bridging Research and Practice
34. Gamiflow: Towards a Flow Theory-Based Gamification Framework for Learning Scenarios
35. The Good and Bad of Stereotype Threats: Understanding Its Effects on Negative Thinking and Learning Performance in Gamified Tutoring
36. A Case Study on AIED Unplugged Applied to Public Policy for Learning Recovery Post-pandemic in Brazil
37. Even Boosting Stereotypes Increase the Gender Gap in Gamified Tutoring Systems: An Analysis of Self-efficacy, Flow and Learning
38. AIED Unplugged: Leapfrogging the Digital Divide to Reach the Underserved
39. Question Classification with Constrained Resources: A Study with Coding Exercises
40. Enhancing Students’ Learning Experience Through Gamification: Perspectives and Challenges
41. Applications of convolutional neural networks in education: A systematic literature review
42. Computational Approaches for Literacy of Children with Autism: A Systematic Mapping
43. Gamification Suffers from the Novelty Effect but Benefits from the Familiarization Effect: Findings from a Longitudinal Study
44. The Effects of Personalized Gamification on Students' Flow Experience, Motivation, and Enjoyment
45. Predicting user types with symbolic images: An empirical validation based on two card-sorting studies
46. GARFIELD: A Recommender System to Personalize Gamified Learning
47. Authoring Inner Loops of Intelligent Tutoring Systems Using Collective Intelligence
48. Gamification Through the Looking Glass - Perceived Biases and Ethical Concerns of Brazilian Teachers
49. Analysis of permanence time in emotional states: A case study using educational software
50. The State-of-the-Art on Collective Intelligence in Online Educational Technologies
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