786 results on '"Bittencourt, Ig"'
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2. Effects of Racial Stereotypes and Sociodemographic Profile on Anxiety, Flow, and Performance during the Use of Digital Educational Technologies
3. Positive Artificial Intelligence in Education (P-AIED): A Roadmap
4. Exploring Brazilian Teachers’ Perceptions and a priori Needs to Design Smart Classrooms
5. Mathematics intelligent tutoring systems with handwritten input: a scoping review
6. Effects of a collaborative gamification on learning and engagement of children with Autism
7. Knowledge Tracing Unplugged: From Data Collection to Model Deployment
8. Anticipating Student Abandonment and Failure: Predictive Models in High School Settings
9. Breaking the Cycle: AI Boosting Communication Skills of Low-Income Students in Brazil
10. Contextual Features for Automatic Essay Scoring in Portuguese
11. Exploring NLP and Embedding for Automatic Essay Scoring in the Portuguese
12. Bringing AIED, Public Policy and GDPR to Promote Educational Opportunities in Brazil
13. Unhappiness and Demotivation Among Students in Gamified Tutoring Systems: Toward Understanding the Gender Gap
14. An Optimization Approach for Elementary School Handwritten Mathematical Expression Recognition
15. Handwritten Equation Detection in Disconnected, Low-Cost Mobile Devices
16. Exploring the Impact of Gender Stereotypes on Motivation, Flow State, and Learning Performance in a Gamified Tutoring System
17. MathAIde: A Qualitative Study of Teachers’ Perceptions of an ITS Unplugged for Underserved Regions
18. An assistive technology based on Peirce’s semiotics for the inclusive education of deaf and hearing children
19. Does Gender Stereotype Threat Affects the Levels of Aggressiveness, Learning and Flow in Gamified Learning Environments?: An Experimental Study
20. Assessing students’ handwritten text productions: A two-decades literature review
21. Ethics of AI in Education: Towards a Community-Wide Framework
22. Planning Gamification Strategies Based on User Characteristics and DM: A Gender-Based Case Study
23. Analysing gamification elements in educational environments using an existing Gamification taxonomy
24. Artificial Intelligence and Educational Policy: Bridging Research and Practice
25. Gamiflow: Towards a Flow Theory-Based Gamification Framework for Learning Scenarios
26. The Good and Bad of Stereotype Threats: Understanding Its Effects on Negative Thinking and Learning Performance in Gamified Tutoring
27. A Case Study on AIED Unplugged Applied to Public Policy for Learning Recovery Post-pandemic in Brazil
28. Even Boosting Stereotypes Increase the Gender Gap in Gamified Tutoring Systems: An Analysis of Self-efficacy, Flow and Learning
29. AIED Unplugged: Leapfrogging the Digital Divide to Reach the Underserved
30. Question Classification with Constrained Resources: A Study with Coding Exercises
31. Blended learning and media centers: A bibliometric analysis
32. Applications of convolutional neural networks in education: A systematic literature review
33. What to Do and What to Avoid on the Use of Gamified Intelligent Tutor System for Low-Income Students
34. Brain-Imaging Techniques in Educational Technologies: A Systematic Literature Review
35. Sequence Labeling Algorithms for Punctuation Restoration in Brazilian Portuguese Texts
36. Authoring Inner Loops of Intelligent Tutoring Systems Using Collective Intelligence
37. StarsCTF: A Capture the Flag Experiment to Hack Player Types and Flow Experience
38. The State-of-the-Art on Collective Intelligence in Online Educational Technologies
39. Investigating how gamified syllabic literacy impacts learning, flow and inappropriate behaviors: A single-subject study design
40. Does gender-stereotyped gamification increase negative thinking? Results from an experimental study with logic tutoring systems.
41. A Gamified Solution to the Cold-Start Problem of Intelligent Tutoring System
42. Can Ontologies Support the Gamification of Scripted Collaborative Learning Sessions?
43. Helping Teachers Help Their Students: A Human-AI Hybrid Approach
44. Two billion registered students affected by stereotyped educational environments: an analysis of gender-based color bias
45. FOCA: A Methodology for Ontology Evaluation
46. Conclusions
47. Tailoring Gamified Educational Technologies
48. MeuTutor: Personalizing an Educational Technology Based on Students’ Gamer Types
49. Research Advances on Tailored Gamification
50. Introduction
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