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40 results on '"Isotani, Seiji"'

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1. Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers.

2. Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese.

3. Does Gender Stereotype Threat Affects the Levels of Aggressiveness, Learning and Flow in Gamified Learning Environments?: An Experimental Study

4. Tailored Gamification in Education: A Literature Review and Future Agenda

5. Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms

8. Breaking the Cycle: AI Boosting Communication Skills of Low-Income Students in Brazil

9. Unhappiness and Demotivation Among Students in Gamified Tutoring Systems: Toward Understanding the Gender Gap

11. Gamiflow: Towards a Flow Theory-Based Gamification Framework for Learning Scenarios

12. The Good and Bad of Stereotype Threats: Understanding Its Effects on Negative Thinking and Learning Performance in Gamified Tutoring

13. Even Boosting Stereotypes Increase the Gender Gap in Gamified Tutoring Systems: An Analysis of Self-efficacy, Flow and Learning

16. Gamification Through the Looking Glass - Perceived Biases and Ethical Concerns of Brazilian Teachers

18. Can Ontologies Support the Gamification of Scripted Collaborative Learning Sessions?

19. Data-Driven Analysis of Engagement in Gamified Learning Environments: A Methodology for Real-Time Measurement of MOOCs

20. The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education

21. Using Ontology and Gamification to Improve Students’ Participation and Motivation in CSCL

22. GAMIFY-SN: A Meta-model for Planning and Deploying Gamification Concepts Within Social Networks - A Case Study

23. A Link Between Worlds: Towards a Conceptual Framework for Bridging Player and Learner Roles in Gamified Collaborative Learning Contexts

24. Gamification of Collaborative Learning Scenarios: Structuring Persuasive Strategies Using Game Elements and Ontologies

25. The Bright and Dark Sides of Gamification

27. An Ontology Engineering Approach to Gamify Collaborative Learning Scenarios

28. Towards an Ontology for Gamifying Collaborative Learning Scenarios

29. An ontology for modelling user' profiles and activities in gamified education.

30. Eles Percebem o que Queremos? Um Estudo Sobre a Percepção dos Estudantes em um Sistema Educacional Gamificado.

31. Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese

32. The effects of personalized gamification on students' flow experience, motivation, and enjoyment.

33. Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study.

34. How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education.

35. Predicting user types with symbolic images: An empirical validation based on two card-sorting studies.

36. An Ontology Framework to Apply Gamification in CSCL Scenarios as Persuasive Technology.

37. Personalization of Gamification in Collaborative Learning Contexts using Ontologies.

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

39. A gamified peer assessment model for on-line learning environments in a competitive context.

40. Analysis of Gamification Elements. A Case Study in a Computer Science Course

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