780 results on '"Isotani, Seiji"'
Search Results
152. A Semantic Web-Based Authoring Tool to Facilitate the Planning of Collaborative Learning Scenarios Compliant with Learning Theories
153. Information Systems based on (Linked) Open Data: From Openness to Innovation
154. Deployment of Ontologies for an Effective Design of Collaborative Learning Scenarios
155. Advancing school dropout early warning systems: the IAFREE relational model for identifying at-risk students.
156. A systematic review on multi-device inclusive environments
157. Applications of ontologies in requirements engineering: a systematic review of the literature
158. Does gender stereotype threat affects the levels of aggressiveness, learning and flow in gamified learning environments?: An experimental study
159. The Foundations of a Theory-Aware Authoring Tool for CSCL Design
160. JOINT: Java ontology integrated toolkit
161. Rule-based expert systems to support step-by-step guidance in algebraic problem solving: The case of the tutor PAT2Math
162. An Ontology Engineering Approach to the Realization of Theory-Driven Group Formation
163. An Algorithm for Automatic Checking of Exercises in a Dynamic Geometry System: iGeom
164. A Common Model of Didactic and Collaborative Learning for Theory-Aware Authoring Support
165. A domain engineering for interactive learning modules
166. Towards Intelligent Tutoring with Erroneous Examples: A Taxonomy of Decimal Misconceptions
167. Tying Ontologies to Domain Contents for CSCL
168. Semantic Matching of Open Texts to Pre-scripted Answers in Dialogue-Based Learning
169. Tailored gamification in education: A literature review and future agenda
170. An Overview of Software Architecture Education
171. Tecnologias Educacionais Estereotipadas: Um desafio a ser enfrentado
172. A Plug-in Based Adaptive System: SAAW
173. Automating Gamification Personalization to the User and Beyond
174. Systematic map and review of Google Classroom usage during the Covid-19 pandemic: an analysis by data clustering approach
175. Discouraging Gaming the System Through Interventions of an Animated Pedagogical Agent
176. Gamification of Collaborative Learning Scenarios: Structuring Persuasive Strategies Using Game Elements and Ontologies
177. The Bright and Dark Sides of Gamification
178. Towards Digital Transformation of the Validation and Triage Process of Textbooks in the Brazilian Educational Policy.
179. An ontology for modelling user' profiles and activities in gamified education.
180. The Relationship Between Students' Flow Experience and Their Behavior Data in Gamified Educational Systems
181. Towards human-AI collaboration: a recommender system to support CS1 instructors to select problems for assignments and exams
182. Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese
183. Mineração de dados do Enade de 2016 a 2018: uma análise sobre o município de Araçatuba/SP
184. Recursos e estratégias para desenvolvimento e avaliação do pensamento computacional na escola
185. An analytics approach to investigate teacher turnover
186. Modelo de infraestrutura para publicação de dados abertos educacionais conectados de qualidade
187. Uma análise dos tipos de jogadores em uma plataforma de gamificação incorporada a um sistema juiz on-line
188. Contribuições para o Design de Gamificação em Contextos Educacionais
189. Educational data mining and learning analytics: a review of educational management in e-learning
190. Offline Artificial Intelligence for Education: a path to a more inclusive field.
191. Eles Percebem o que Queremos? Um Estudo Sobre a Percepção dos Estudantes em um Sistema Educacional Gamificado.
192. Personalization Improves Gamification
193. Constraints, effectiveness and solutions in using Google Classroom as a Learning Management System during Covid-19 pandemic: a systematic literature review
194. Process model with quality control for the production of high quality linked open government data
195. Restrição de tempo afeta na experiência de fluxo e no ensino de literatura? Estudo experimental e análises no kahoot!
196. Validation and psychometric properties of the Brazilian-Portuguese dispositional flow scale 2 (DFS-BR)
197. Modeling students’ flow experience through data logs in gamified educational systems
198. A Systematic Approach for Providing Personalized Pedagogical Recommendations Based on Educational Data Mining
199. Towards an Ontology for Gamifying Collaborative Learning Scenarios
200. Gamification Works, but How and to Whom?
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