862 results on '"Isotani, Seiji"'
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102. A systematic review on the use of best practices for publishing linked data
103. Educational data mining and learning analytics: a review of educational management in e-learning.
104. Introdução à Informática na Educação baseada em Evidências
105. A Link Between Worlds: Towards a Conceptual Framework for Bridging Player and Learner Roles in Gamified Collaborative Learning Contexts
106. Gamification of Collaborative Learning Scenarios: Structuring Persuasive Strategies Using Game Elements and Ontologies
107. Discouraging Gaming the System Through Interventions of an Animated Pedagogical Agent
108. The Bright and Dark Sides of Gamification
109. Positive Artificial Intelligence in Education (P-AIED): A Roadmap
110. Advancing school dropout early warning systems: the IAFREE relational model for identifying at-risk students
111. Toward a Unified Modeling of Learner's Growth Process and Flow Theory
112. Steps Towards the Gamification of Collaborative Learning Scenarios Supported by Ontologies
113. Metadados para a tomada de decisão baseada em evidências: proposta para a plataforma MEC RED.
114. Nuevas perspectivas en diseno instruccional usando tecnologias de la web semantica: Una revision sistematica de literatura
115. Methodologies for publishing linked open government data on the Web: A systematic mapping and a unified process model
116. Towards explainable prediction of essay cohesion in Portuguese and English
117. Effects of a Collaborative Gamification on Learning and Engagement of Children with Autism
118. Ontology-based feature modeling: An empirical study in changing scenarios
119. An Ontology Engineering Approach to Gamify Collaborative Learning Scenarios
120. Group Formation Algorithms in Collaborative Learning Contexts: A Systematic Mapping of the Literature
121. Towards an Ontology for Gamifying Collaborative Learning Scenarios
122. A Systematic Approach for Providing Personalized Pedagogical Recommendations Based on Educational Data Mining
123. Erroneous Examples as Desirable Difficulty
124. To Err Is Human, to Explain and Correct Is Divine: A Study of Interactive Erroneous Examples with Middle School Math Students
125. Towards an Ontology-Based System to Improve Usability in Collaborative Learning Environments
126. Utilização de notas escolares para predição da nota ENEM em ciências humanas
127. An Umbrella Review of Systematic Reviews at CHI
128. Can Erroneous Examples Help Middle-School Students Learn Decimals?
129. An Ontological Model to Blend Didactic Instruction and Collaborative Learning
130. When Is It Best to Learn with All Worked Examples?
131. How Personalization Affects Motivation in Gamified Review Assessments
132. Literature review on technologies and games that motivated people to practice physical activity during the pandemic
133. Metadados e a tomada de decisão com base em evidências
134. A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments
135. The effects of gender stereotype-based interfaces on users’ flow experience and performance
136. An Authoring Tool to Support the Design and Use of Theory-Based Collaborative Learning Activities
137. Automated instructional design for CSCL: A hierarchical task network planning approach
138. Toward a Learning/Instruction Process Model for Facilitating the Instructional Design Cycle
139. Analysis of Permanence Time in Emotional States: A Case Study Using Educational Software
140. Theory-Driven Group Formation through Ontologies
141. Adventures in the Boundary between Domain-Independent Ontologies and Domain Content for CSCL
142. A Semantic Web-Based Authoring Tool to Facilitate the Planning of Collaborative Learning Scenarios Compliant with Learning Theories
143. Eles Percebem o que Queremos? Um Estudo Sobre a Percepção dos Estudantes em um Sistema Educacional Gamificado.
144. Information Systems based on (Linked) Open Data: From Openness to Innovation
145. Deployment of Ontologies for an Effective Design of Collaborative Learning Scenarios
146. A systematic review on multi-device inclusive environments
147. Applications of ontologies in requirements engineering: a systematic review of the literature
148. An architecture for monitoring public educational policies based on big open linked data
149. Detecção Automática de Clímax em Produções de Textos Narrativos
150. Guidelines for Google Classroom usage as an e-learning tool during Covid-19 pandemic based on similarity search
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