Seguir
Seiji Isotani
Seiji Isotani
Professor, University of Sao Paulo | Visit. Scholar, Harvard University
Dirección de correo verificada de gse.harvard.edu - Página principal
Título
Citado por
Citado por
Año
A systematic mapping on gamification applied to education
S de Sousa Borges, VHS Durelli, HM Reis, S Isotani
Proceedings of the 29th annual ACM symposium on applied computing, 216-222, 2014
7172014
The dark side of gamification: An overview of negative effects of gamification in education
AM Toda, PHD Valle, S Isotani
Researcher links workshop: higher education for all, 143-156, 2017
4652017
Analysing gamification elements in educational environments using an existing Gamification taxonomy
AM Toda, ACT Klock, W Oliveira, PT Palomino, L Rodrigues, L Shi, ...
Smart Learning Environments 6 (1), 1-14, 2019
3682019
Mineraçao de dados educacionais: Oportunidades para o brasil
R Baker, S Isotani, A Carvalho
Revista Brasileira de informática na educação 19 (02), 03, 2011
2992011
Tailored gamification in education: A literature review and future agenda
W Oliveira, J Hamari, L Shi, AM Toda, L Rodrigues, PT Palomino, ...
Education and Information Technologies 28 (1), 373-406, 2023
2852023
Applications of ontologies in requirements engineering: a systematic review of the literature
D Dermeval, J Vilela, II Bittencourt, J Castro, S Isotani, P Brito, A Silva
Requirements engineering 21, 405-437, 2016
2842016
Educational Data Mining: A review of evaluation process in the e-learning
MW Rodrigues, S Isotani, LE Zarate
Telematics and Informatics 35 (6), 1701-1717, 2018
2412018
The bright and dark sides of gamification
FRH Andrade, R Mizoguchi, S Isotani
Intelligent Tutoring Systems: 13th International Conference, ITS 2016 …, 2016
2002016
Dados Abertos Conectados
S Isotani, II Bittencourt
Novatec Editora 1, 176, 2015
1972015
Using erroneous examples to improve mathematics learning with a web-based tutoring system
DM Adams, BM McLaren, K Durkin, RE Mayer, B Rittle-Johnson, S Isotani, ...
Computers in Human Behavior 36, 401-411, 2014
1852014
Gamificação aplicada à educação: um mapeamento sistemático
SS Borges, HM Reis, VHS Durelli, II Bittencourt, PA Jaques, S Isotani
Brazilian Symposium on Computers in Education (Simpósio Brasileiro de …, 2013
1722013
An approach for planning and deploying gamification concepts with social networks within educational contexts
AM Toda, RMC do Carmo, AP da Silva, II Bittencourt, S Isotani
International Journal of Information Management 46, 294-303, 2019
1692019
An ontology engineering approach to the realization of theory-driven group formation
S Isotani, A Inaba, M Ikeda, R Mizoguchi
International Journal of Computer-Supported Collaborative Learning 4 (4 …, 2009
1562009
A taxonomy of game elements for gamification in educational contexts: Proposal and evaluation
AM Toda, W Oliveira, AC Klock, PT Palomino, M Pimenta, I Gasparini, ...
🏆 2019 IEEE 19th International Conference on Advanced Learning Technologies …, 2019
1482019
Does gamification work for boys and girls? An exploratory study with a virtual learning environment
LZ Pedro, AMZ Lopes, BG Prates, J Vassileva, S Isotani
Proceedings of the 30th annual ACM symposium on applied computing, 214-219, 2015
1412015
Affective states in computer-supported collaborative learning: Studying the past to drive the future
RCD Reis, S Isotani, CL Rodriguez, KT Lyra, PA Jaques, II Bittencourt
Computers & Education 120, 29-50, 2018
1352018
Narrative for gamification in education: why should you care?
PT Palomino, AM Toda, W Oliveira, AI Cristea, S Isotani
2019 IEEE 19th International Conference on Advanced Learning Technologies …, 2019
1282019
The effects of personalized gamification on students’ flow experience, motivation, and enjoyment
W Oliveira, J Hamari, S Joaquim, AM Toda, PT Palomino, J Vassileva, ...
Smart Learning Environments 9 (1), 16, 2022
1212022
A Semantic Web-based authoring tool to facilitate the planning of collaborative learning scenarios compliant with learning theories
S Isotani, R Mizoguchi, S Isotani, OM Capeli, N Isotani, ...
Computers & Education 63, 267-284, 2013
1192013
A gamified peer assessment model for on-line learning environments in a competitive context
T Tenorio, II Bittencourt, S Isotani, A Pedro, P Ospina
Computers in human Behavior 64, 247-263, 2016
1132016
El sistema no puede realizar la operación en estos momentos. Inténtalo de nuevo más tarde.
Artículos 1–20