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289 results on '"Lavoué, Elise"'

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1. Towards Emotion Awareness Tools to Support Emotion and Appraisal Regulation in Academic Contexts

3. Reflection-in-Action Markers for Reflection-on-Action in Computer-Supported Collaborative Learning Settings

4. Gamification

5. To Tailor or Not to Tailor Gamification? An Analysis of the Impact of Tailored Game Elements on Learners’ Behaviours and Motivation

7. Observing Learner Engagement on Mind Mapping Activities Using Learning Analytics

8. Adaptive Gamification in Education: A Literature Review of Current Trends and Developments

9. Interconnection of Communities of Practice: A Web Platform for Knowledge Management

10. KM and WEB 2.0 methods for project-based learning. MESHAT : a monitoring and experience sharing tool

11. Combiner suivi de l'activite? et partage d'exp\'eriences en apprentissage par projet pour les acteurs tuteurs et apprenants

12. MAGAM: A Multi-Aspect Generic Adaptation Model for Learning Environments

13. Meshat: Monitoring and Experience Sharing Tool for Project-Based Learning

15. Ludic

16. L'hybridation présentiel - distanciel

17. Toward an Adaptive Gamification System for Learning Environments

19. Gamification

20. DDART, a Dynamic Dashboard for Collection, Analysis and Visualization of Activity and Reporting Traces

21. An Environment to Support Collaborative Learning by Modding

22. Towards Social Learning Games

23. A Dashboard to Regulate Project-Based Learning

25. Social Tagging to Enhance Collaborative Learning

26. Exploring the physicalization of motivational data in the acquisition of good sleep behaviors for adolescents

28. A Framework to Adapt Gamification in Learning Environments

29. Actes de la 30ème Conférence sur l'Interaction Homme-Machine (IHM 2018)

30. Examining the Role of Emotion Awareness and Sharing Emotions during Collaborative Learning

31. A design space for the exploration of motivational affordances continuity in hybrid learning environments

32. Enhancing Free-text Interactions in a Communication Skills Learning Environment

33. Gamification

34. Proceedings of the 30th Conference on l'Interaction Homme-Machine, IHM 2018

38. Interactive visualizations to enhance social learning practices in MOOC platforms

39. Soutien à l’auto-régulation des apprenants : conception d’environnements informatiques réflexifs et engageants

40. MAGAM : Un modèle générique pour l’adaptation multi-aspects dans les EIAH

42. Les effets d'une ludification adaptative sur l'engagement des apprenants

43. Identifying Engagement with Learning in Serious Games

44. Approche basée sur les traces d'interactions modélisées pour des agents socio-émotionnels dans les jeux vidéo

45. EMORE-L: An emotion reporting tool for distance learning

46. Les émotions dans l’apprentissage collaboratif à distance : quels outils pour les accompagner ?

47. Penser engagement et/ou présence pour l'apprentissage en environnements virtuels

48. EMODA

49. Reflection-in and reflection-on action in CSCL settings: How do students use socio-emotional markers set during interaction to regulate their collaboration processes?

50. Stand Tall and Raise Your Voice! A Study on the Presentation Trainer

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