Hasil Pencarian - Seiji ISOTANI
Anda harus masuk terlebih dahulu
- Menampilkan 1 - 17 hasil dari 17
-
1
Enhancing User Experience in Learning Environments: a Narrative Gamification Framework for Education oleh Paula Palomino, Seiji Isotani
Diterbitkan 2024-05-01
Artikel -
2
An Ontology-based Framework and its Application to Effective Collaboration oleh Seiji Isotani, Riichiro Mizoguchi
Diterbitkan 2008-06-01
Artikel -
3
A Proposal of Model of Emotional Regulation in Intelligent Learning Environments oleh Helena Macedo REIS, Danilo ALVARES, Patrícia A. JAQUES, Seiji ISOTANI
Diterbitkan 2021-05-01
Artikel -
4
-
5
Predicting students’ flow experience through behavior data in gamified educational systems oleh Wilk Oliveira, Kamilla Tenório, Juho Hamari, Olena Pastushenko, Seiji Isotani
Diterbitkan 2021-11-01
Artikel -
6
-
7
-
8
-
9
-
10
How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education oleh Armando M. Toda, Paula T. Palomino, Wilk Oliveira, Luiz Rodrigues, Ana C. T. Klock, Isabela Gasparini, Alexandra I. Cristea, Seiji Isotani
Diterbitkan 2019-07-01
Artikel -
11
Advancing school dropout early warning systems: the IAFREE relational model for identifying at-risk students oleh Angelina Nunes de Vasconcelos, Angelina Nunes de Vasconcelos, Leogildo Alves Freires, Leogildo Alves Freires, Gleidson Diego Lopes Loureto, Gabriel Fortes, Júlio Cezar Albuquerque da Costa, Luan Filipy Freire Torres, Ig Ibert Bittencourt, Ig Ibert Bittencourt, Thiago Damasceno Cordeiro, Thiago Damasceno Cordeiro, Seiji Isotani, Seiji Isotani
Diterbitkan 2023-07-01
Artikel -
12
Validation and psychometric properties of the Brazilian-Portuguese dispositional flow scale 2 (DFS-BR). oleh Ig Ibert Bittencourt, Leogildo Freires, Yu Lu, Geiser Chalco Challco, Sheyla Fernandes, Jorge Coelho, Júlio Costa, Yang Pian, Alexandre Marinho, Seiji Isotani
Diterbitkan 2021-01-01
Artikel -
13
Psychometric properties of the Brazilian-Portuguese Flow State Scale Short (FSS-BR-S). oleh Ig Ibert Bittencourt, Leogildo Freires, Yu Lu, Geiser Chalco Challco, Sheyla Fernandes, Jorge Coelho, Julio Costa, Yang Pian, Alexandre Marinho, Seiji Isotani
Diterbitkan 2024-01-01
Artikel -
14
Analysing gamification elements in educational environments using an existing Gamification taxonomy oleh Armando M. Toda, Ana C. T. Klock, Wilk Oliveira, Paula T. Palomino, Luiz Rodrigues, Lei Shi, Ig Bittencourt, Isabela Gasparini, Seiji Isotani, Alexandra I. Cristea
Diterbitkan 2019-12-01
Artikel -
15
Explaining Individual and Collective Programming Students’ Behavior by Interpreting a Black-Box Predictive Model oleh Filipe Dwan Pereira, Samuel C. Fonseca, Elaine H. T. Oliveira, Alexandra I. Cristea, Henrik Bellhauser, Luiz Rodrigues, David B. F. Oliveira, Seiji Isotani, Leandro S. G. Carvalho
Diterbitkan 2021-01-01
Artikel -
16
Data-Driven Strategies for Achieving School Equity: Insights From Brazil and Policy Recommendations oleh Emanuel Marques Queiroga, Elton Sarmanho Siqueira, Carlos Dos Santos Portela, Thiago Damasceno Cordeiro, Ig Ibert Bittencourt, Seiji Isotani, Rafael Ferreira Mello, Roberto Munoz, Cristian Cechinel
Diterbitkan 2024-01-01
Artikel -
17
Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study oleh Luiz Rodrigues, Filipe D. Pereira, Armando M. Toda, Paula T. Palomino, Marcela Pessoa, Leandro Silva Galvão Carvalho, David Fernandes, Elaine H. T. Oliveira, Alexandra I. Cristea, Seiji Isotani
Diterbitkan 2022-02-01
Artikel