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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

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

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

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

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