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1. Augmenting deep neural networks with symbolic knowledge: Towards trustworthy and interpretable AI for education

3. Contextualizing Plans: Aligning Students Goals and Plans During Game-Based Inquiry Science Learning

4. Designing for Self-Regulated Learning: A Dual-View Intelligent Visualization Dashboard to Support Instructors and Students Using Multimodal Trace Data in Classrooms

5. Analytical Approaches for Examining Learners’ Emerging Self-regulated Learning Complex Behaviors with an Intelligent Tutoring System

6. Assessing the Complexity of Gaming Mechanics During Science Learning

7. Biological effect of maleic acid hydrazide on Yellow Nutsedge (Cyperus esculentus L.)

8. A Multi-Level Growth Modeling Approach to Measuring Learner Attention with Metacognitive Pedagogical Agents

11. Game-Based Learning Analytics for Supporting Adolescents' Reflection

12. Teachers as Self-Regulated Learners: The Role of Multimodal Data Analytics for Instructional Decision Making

13. Early Prediction of Student Knowledge in Game-Based Learning with Distributed Representations of Assessment Questions

14. A Complex Systems Approach to Analyzing Pedagogical Agents' Scaffolding of Self-Regulated Learning within an Intelligent Tutoring System

17. Unobtrusive Observations of Learning Processes

19. Student Subtyping via EM-Inverse Reinforcement Learning

21. Development of Diagnostic Assessments in Probability for Middle Graders

22. Using Sequence Mining to Analyze Metacognitive Monitoring and Scientific Inquiry Based on Levels of Efficiency and Emotions during Game-Based Learning

24. Emotions and the Comprehension of Single versus Multiple Texts during Game-Based Learning

26. Improving Prediction of Students' Performance in Intelligent Tutoring Systems Using Attribute Selection and Ensembles of Different Multimodal Data Sources

27. Filtered Time Series Analyses of Student Problem-Solving Behaviors in Game-Based Learning

28. How do Emotions Change during Learning with an Intelligent Tutoring System?Metacognitive Monitoring and Performance with MetaTutor

29. Can a Composite Metacognitive Judgment Accuracy Score Successfully CapturePerformance Variance during Multimedia Learning?

30. Does Prior Knowledge influence Learners Cognitive and Metacognitive Strategiesover Time during Game-based Learning?

33. Leveraging Student Goal Setting for Real-Time Plan Recognition in Game-Based Learning

34. Clustering Learner’s Metacognitive Judgment Accuracy and Bias to Explore Learning with AIEd Systems

35. Pedagogical Agent Support and Its Relationship to Learners’ Self-regulated Learning Strategy Use with an Intelligent Tutoring System

36. Scaffolding Self-regulated Learning in Game-Based Learning Environments Based on Complex Systems Theory

37. Analyzing Information-Gathering Behavioral Sequences During Game-Based Learning Using Auto-recurrence Quantification Analysis

39. On the Influence on Learning of Student Compliance with Prompts Fostering Self-Regulated Learning

40. Predictive Student Modeling in Game-Based Learning Environments with Word Embedding Representations of Reflection

41. The Impact of Autonomy and Types of Informational Text Presentations in Game-Based Environments on Learning: Converging Multi-Channel Processes Data and Learning Outcomes

42. Predicting Co-occurring Emotions from Eye-Tracking and Interaction Data in MetaTutor

43. Examining Learners’ Reflections over Time During Game-Based Learning

44. Designing Intelligent Systems to Support Medical Diagnostic Reasoning Using Process Data

45. Goals Matter: Changes in Metacognitive Judgments and Their Relation to Motivation and Learning with an Intelligent Tutoring System

46. Effectiveness of System-Facilitated Monitoring Strategies on Learning in an Intelligent Tutoring System

47. Revealing Data Feature Differences Between System- and Learner-Initiated Self-regulated Learning Processes Within Hypermedia

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