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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

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

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

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

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

82. Automated Thematic Coherence Scoring of Student Essays Written in Portuguese

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

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