171 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. Gamification and open learner model: An experimental study on the effects on self-regulatory learning characteristics
9. 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
11. Does Gender Stereotype Threat Affects the Levels of Aggressiveness, Learning and Flow in Gamified Learning Environments?: An Experimental Study
12. Assessing students’ handwritten text productions: A two-decades literature review
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. Applications of convolutional neural networks in education: A systematic literature review
18. Automating Gamification Personalization to the User and Beyond
19. Predicting user types with symbolic images: An empirical validation based on two card-sorting studies
20. Computational Approaches for Literacy of Children with Autism: A Systematic Mapping
21. Gamification Suffers from the Novelty Effect but Benefits from the Familiarization Effect: Findings from a Longitudinal Study
22. 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
24. Investigating how gamified syllabic literacy impacts learning, flow and inappropriate behaviors: A single-subject study design
25. Uncovering associations between users' behaviour and their flow experience.
26. Predicting Students' Flow Experience through Behavior Data in Gamified Educational Systems
27. Using Learning Analytics in the Amazonas: Understanding Students' Behaviour in Introductory Programming
28. Two billion registered students affected by stereotyped educational environments: an analysis of gender-based color bias
29. Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese
30. The relationship between user types and gamification designs
31. How to Gamify Learning Systems? An Experience Report Using the Design Sprint Method and a Taxonomy for Gamification Elements in Education
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. A systematic review on the use of best practices for publishing linked data
36. An object triple mapping system supporting detached objects: A performance and memory usage empirical comparison
37. High-speed Videolaryngoscopy: Quantitative Parameters of Glottal Area Waveforms and High-speed Kymography in Healthy Individuals
38. A semi-automatic system to evaluate the performance and scalability of ontology persistent APIs
39. Educational data mining and learning analytics: a review of educational management in e-learning.
40. Psychometric properties of the Brazilian-Portuguese Flow State Scale Short (FSS-BR-S).
41. Toward a Unified Modeling of Learner's Growth Process and Flow Theory
42. Analysing gamification elements in educational environments using an existing Gamification taxonomy
43. Metadados para a tomada de decisão baseada em evidências: proposta para a plataforma MEC RED.
44. Ontology-based feature modeling: An empirical study in changing scenarios
45. Automated instructional design for CSCL: A hierarchical task network planning approach
46. A Semantic Web-Based Authoring Tool to Facilitate the Planning of Collaborative Learning Scenarios Compliant with Learning Theories
47. Advancing school dropout early warning systems: the IAFREE relational model for identifying at-risk students.
48. A systematic review on multi-device inclusive environments
49. Applications of ontologies in requirements engineering: a systematic review of the literature
50. The Foundations of a Theory-Aware Authoring Tool for CSCL Design
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