780 results on '"Isotani, Seiji"'
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52. Uncovering associations between users' behaviour and their flow experience.
53. Predicting Students' Flow Experience through Behavior Data in Gamified Educational Systems
54. Using Learning Analytics in the Amazonas: Understanding Students' Behaviour in Introductory Programming
55. Two billion registered students affected by stereotyped educational environments: an analysis of gender-based color bias
56. Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese
57. Learning and Gamification Dashboards: A Mixed-Method Study with Teachers
58. A Recommender System Based on Effort: Towards Minimising Negative Affects and Maximising Achievement in CS1 Learning
59. Enhancing User Experience in Learning Environments: a Narrative Gamification Framework for Education
60. The relationship between user types and gamification designs
61. FOCA: A Methodology for Ontology Evaluation
62. Infographics or Graphics+Text: Which Material is Best for Robust Learning?
63. Discovery of Study Patterns that Impacts Students’ Discussion Performance in Forum Assignments
64. Authoring Inner Loops of Intelligent Tutoring Systems Using Collective Intelligence
65. Gamification Through the Looking Glass - Perceived Biases and Ethical Concerns of Brazilian Teachers
66. How to Gamify Learning Systems? An Experience Report Using the Design Sprint Method and a Taxonomy for Gamification Elements in Education
67. Can Ontologies Support the Gamification of Scripted Collaborative Learning Sessions?
68. Can We Use Gamification to Predict Students’ Performance? A Case Study Supported by an Online Judge
69. Data-Driven Analysis of Engagement in Gamified Learning Environments: A Methodology for Real-Time Measurement of MOOCs
70. An Umbrella Review of Reporting Quality in CHI Systematic Reviews: Guiding Questions and Best Practices for HCI.
71. Psychometric properties of the Brazilian-Portuguese Flow State Scale Short (FSS-BR-S)
72. Quantify: An Information Fusion Model Based on Syntactic and Semantic Analysis and Quality Assessments to Enhance Situation Awareness
73. An approach for planning and deploying gamification concepts with social networks within educational contexts
74. Learning and Gamification Dashboards: A Mixed-Method Study with Teachers
75. A Recommender System Based on Effort: Towards Minimising Negative Affects and Maximising Achievement in CS1 Learning
76. UMA DISCUSSÃO ABRANGENTE DO PROCESSO DA VALIDAÇÃO E ANÁLISE DE ATRIBUTOS DE LIVROS NO PNLD
77. SAGE: A dataset for Smart Adaptive Gamified Education
78. Teacher-Centered Intelligent Tutoring Systems: Design Considerations from Brazilian, Public School Teachers
79. Uncovering associations between users' behaviour and their flow experience
80. Gamificação e a Experiência de Fluxo no Aprendizado de Programação Básica no Ensino Superior
81. Perspectivas de estados afetivos para as disciplinas de programação: um mapeamento sistemático da literatura no Brasil
82. Automated Thematic Coherence Scoring of Student Essays Written in Portuguese
83. Classificação ou Regressão? Avaliando Coesão Textual em Redações no contexto do ENEM
84. Group Formation in CSCL: A Review of the State of the Art
85. The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education
86. An Agile Method for Developing OERs and Its Application in Serious Game Design
87. Using Ontology and Gamification to Improve Students’ Participation and Motivation in CSCL
88. GAMIFY-SN: A Meta-model for Planning and Deploying Gamification Concepts Within Social Networks - A Case Study
89. Prediction of Interpersonal Help-Seeking Behavior from Log Files in an In-Service Education Distance Course
90. A DGS Gesture Dictionary for Modelling on Mobile Devices
91. A systematic review on the use of best practices for publishing linked data
92. Erroneous Examples Versus Problem Solving: Can We Improve How Middle School Students Learn Decimals?
93. Mathematics intelligent tutoring systems with handwritten input: a scoping review
94. Gamification of Virtual Learning Environments: A Narrative and User Experience Approach
95. The Consistency of Gamification User Types: A Study on the Change of Preferences over Time
96. The Relationship between Users’ Behavior and Their Flow Experience in Gamified Systems
97. Eles Percebem o que Queremos? Um Estudo Sobre a Percepção dos Estudantes em um Sistema Educacional Gamificado
98. Positive Artificial Intelligence in Education (P-AIED): A Roadmap
99. An object triple mapping system supporting detached objects: A performance and memory usage empirical comparison
100. High-speed Videolaryngoscopy: Quantitative Parameters of Glottal Area Waveforms and High-speed Kymography in Healthy Individuals
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