759 results on '"Isotani, Seiji"'
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2. Mathematics intelligent tutoring systems with handwritten input: a scoping review
3. How Personalization Affects Motivation in Gamified Review Assessments
4. Effects of a collaborative gamification on learning and engagement of children with Autism
5. MathAIde: A Qualitative Study of Teachers’ Perceptions of an ITS Unplugged for Underserved Regions
6. Knowledge Tracing Unplugged: From Data Collection to Model Deployment
7. Breaking the Cycle: AI Boosting Communication Skills of Low-Income Students in Brazil
8. Contextual Features for Automatic Essay Scoring in Portuguese
9. Exploring NLP and Embedding for Automatic Essay Scoring in the Portuguese
10. Bringing AIED, Public Policy and GDPR to Promote Educational Opportunities in Brazil
11. Unhappiness and Demotivation Among Students in Gamified Tutoring Systems: Toward Understanding the Gender Gap
12. An Optimization Approach for Elementary School Handwritten Mathematical Expression Recognition
13. Handwritten Equation Detection in Disconnected, Low-Cost Mobile Devices
14. Exploring the Impact of Gender Stereotypes on Motivation, Flow State, and Learning Performance in a Gamified Tutoring System
15. MOOCRev: A Large-Scale Data Repository for Course Reviews
16. The effects of gender stereotype-based interfaces on users’ flow experience and performance
17. Gamification and open learner model: An experimental study on the effects on self-regulatory learning characteristics
18. Toward Human-AI Collaboration: A Recommender System to Support CS1 Instructors to Select Problems for Assignments and Exams
19. A Proposal of Model of Emotional Regulation in Intelligent Learning Environments
20. Does Gender Stereotype Threat Affects the Levels of Aggressiveness, Learning and Flow in Gamified Learning Environments?: An Experimental Study
21. Tailored Gamification in Education: A Literature Review and Future Agenda
22. Gamification for Education
23. Assessing students’ handwritten text productions: A two-decades literature review
24. Positive Artificial Intelligence in Education (P-AIED): A Roadmap
25. Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers
26. Do people's user types change over time? An exploratory study
27. Does gamification affect flow experience? A systematic literature review
28. Artificial Intelligence and Educational Policy: Bridging Research and Practice
29. Gamiflow: Towards a Flow Theory-Based Gamification Framework for Learning Scenarios
30. The Good and Bad of Stereotype Threats: Understanding Its Effects on Negative Thinking and Learning Performance in Gamified Tutoring
31. A Case Study on AIED Unplugged Applied to Public Policy for Learning Recovery Post-pandemic in Brazil
32. Even Boosting Stereotypes Increase the Gender Gap in Gamified Tutoring Systems: An Analysis of Self-efficacy, Flow and Learning
33. AIED Unplugged: Leapfrogging the Digital Divide to Reach the Underserved
34. Question Classification with Constrained Resources: A Study with Coding Exercises
35. Enhancing Students’ Learning Experience Through Gamification: Perspectives and Challenges
36. Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms
37. Automating Gamification Personalization: To the User and Beyond
38. Automating Gamification Personalization to the User and Beyond
39. Planning Gamification Strategies Based on User Characteristics and DM: A Gender-Based Case Study
40. Does gender stereotype threat affects the levels of aggressiveness, learning and flow in gamified learning environments?: An experimental study
41. Tailored gamification in education: A literature review and future agenda
42. Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study
43. Analysing gamification elements in educational environments using an existing Gamification taxonomy
44. Applications of convolutional neural networks in education: A systematic literature review
45. Computational Approaches for Literacy of Children with Autism: A Systematic Mapping
46. Gamification Suffers from the Novelty Effect but Benefits from the Familiarization Effect: Findings from a Longitudinal Study
47. The Effects of Personalized Gamification on Students' Flow Experience, Motivation, and Enjoyment
48. Predicting user types with symbolic images: An empirical validation based on two card-sorting studies
49. Planning Gamification Strategies based on User Characteristics and DM: A Gender-based Case Study
50. GARFIELD: A Recommender System to Personalize Gamified Learning
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