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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

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

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

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

42. Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study

43. Analysing gamification elements in educational environments using an existing Gamification taxonomy

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

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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