Seiji Isotani
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Japanese-Brazilian researcher
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Computer Science
Seiji Isotani's Degrees
- PhD Computer Science University of São Paulo
- Masters Computer Science University of São Paulo
- Bachelors Computer Science University of São Paulo
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Why Is Seiji Isotani Influential?
(Suggest an Edit or Addition)According to Wikipedia, Seiji Isotani is a third-generation Japanese-Brazilian computer scientist, professor of computer science and learning technology at the University of Sao Paulo since 2019, where he also serves as director of the Applied Computing in Education Laboratory. From July 2022, Isotani joined the Harvard Graduate School of Education as a visiting professor. In the same year, Isotani was elected to the executive committee of the International Artificial Intelligence in Education Society , making him the first-ever member from Latin America to occupy such position.
Seiji Isotani's Published Works
Number of citations in a given year to any of this author's works
Total number of citations to an author for the works they published in a given year. This highlights publication of the most important work(s) by the author
Published Works
- A systematic mapping on gamification applied to education (2014) (352)
- Energetics of native defects in ZnO (2001) (336)
- Applications of ontologies in requirements engineering: a systematic review of the literature (2016) (168)
- Mineração de Dados Educacionais: Oportunidades para o Brasil (2011) (116)
- Educational Data Mining: A review of evaluation process in the e-learning (2018) (115)
- The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education (2017) (114)
- An ontology engineering approach to the realization of theory-driven group formation (2009) (96)
- Using erroneous examples to improve mathematics learning with a web-based tutoring system (2014) (95)
- Affective states in computer-supported collaborative learning: Studying the past to drive the future (2018) (78)
- Does gamification work for boys and girls?: An exploratory study with a virtual learning environment (2015) (74)
- A Semantic Web-based authoring tool to facilitate the planning of collaborative learning scenarios compliant with learning theories (2013) (74)
- A systematic review on the use of best practices for publishing linked data (2018) (73)
- Analysing gamification elements in educational environments using an existing Gamification taxonomy (2019) (72)
- The Bright and Dark Sides of Gamification (2016) (72)
- An approach for planning and deploying gamification concepts with social networks within educational contexts (2019) (71)
- Research Directions on Semantic Web and Education (2008) (71)
- Does peer assessment in on-line learning environments work? A systematic review of the literature (2016) (64)
- Rule-based expert systems to support step-by-step guidance in algebraic problem solving: The case of the tutor PAT2Math (2013) (63)
- What do students do on-line? Modeling students' interactions to improve their learning experience (2016) (55)
- A gamified peer assessment model for on-line learning environments in a competitive context (2016) (52)
- When Is It Best to Learn with All Worked Examples? (2011) (52)
- Group Formation Algorithms in Collaborative Learning Contexts: A Systematic Mapping of the Literature (2014) (50)
- FOCA: A Methodology for Ontology Evaluation (2016) (47)
- Using learning analytics in the Amazonas: understanding students' behaviour in introductory programming (2020) (46)
- Integrating Project Based Learning and Project Management for Software Engineering Teaching: An Experience Report (2018) (46)
- Can Erroneous Examples Help Middle-School Students Learn Decimals? (2011) (44)
- Flow Theory to Promote Learning in Educational Systems: Is it Really Relevant? (2018) (43)
- An algorithm for automatic checking of exercises in a dynamic geometry system: iGeom (2008) (43)
- Infographics or Graphics+Text: Which Material is Best for Robust Learning? (2016) (43)
- To Err Is Human, to Explain and Correct Is Divine: A Study of Interactive Erroneous Examples with Middle School Math Students (2012) (42)
- A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation (2019) (39)
- Personalization of Gamification in Collaborative Learning Contexts using Ontologies (2015) (34)
- The foundations of a theory-aware authoring tool for CSCL design (2010) (31)
- Narrative for Gamification in Education: Why Should you Care? (2019) (30)
- Improving pedagogical recommendations by classifying students according to their interactional behavior in a gamified learning environment (2015) (28)
- Evaluating a Bayesian Student Model of Decimal Misconceptions (2011) (27)
- An Ontology Engineering Approach to Gamify Collaborative Learning Scenarios (2014) (26)
- Towards Reducing Cognitive Load and Enhancing Usability through a Reduced Graphical User Interface for a Dynamic Geometry System: An Experimental Study (2012) (25)
- Planning Gamification Strategies based on User Characteristics and DM: A Gender-based Case Study (2019) (24)
- A Systematic Review on the Use of Ontologies in Requirements Engineering (2014) (23)
- Ontology Driven Software Engineering: A Review of Challenges and Opportunities (2015) (23)
- Towards an Ontology for Gamifying Collaborative Learning Scenarios (2014) (22)
- Gamification of Collaborative Learning Scenarios: Structuring Persuasive Strategies Using Game Elements and Ontologies (2015) (21)
- A systematic review on multi-device inclusive environments (2016) (20)
- Towards Intelligent Tutoring with Erroneous Examples: A Taxonomy of Decimal Misconceptions (2010) (20)
- The relationship between user types and gamification designs (2021) (19)
- Theory-Driven Group Formation through Ontologies (2008) (19)
- JOINT: Java ontology integrated toolkit (2013) (19)
- Does Tailoring Gamified Educational Systems Matter? The Impact on Students' Flow Experience (2020) (18)
- Toward A Unified Modeling of Learner's Growth Process and Flow Theory (2016) (18)
- Teaching novice programmers using ProgTest (2015) (17)
- Ontology-based feature modeling: An empirical study in changing scenarios (2015) (17)
- GaTO: An Ontological Model to Apply Gamification in Intelligent Tutoring Systems (2019) (17)
- Deployment of Ontologies for an Effective Design of Collaborative Learning Scenarios (2007) (17)
- Towards Automatic Flow Experience Identification in Educational Systems: A Theory-driven Approach (2019) (16)
- A Link Between Worlds: Towards a Conceptual Framework for Bridging Player and Learner Roles in Gamified Collaborative Learning Contexts (2016) (16)
- A domain engineering for interactive learning modules (2012) (16)
- A Quantitative Analysis of the Most Relevant Gamification Elements in an Online Learning Environment (2016) (16)
- How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education (2019) (15)
- Personalized gamification: A literature review of outcomes, experiments, and approaches (2020) (15)
- High-speed Videolaryngoscopy: Quantitative Parameters of Glottal Area Waveforms and High-speed Kymography in Healthy Individuals. (2017) (15)
- Adventures in the Boundary between Domain-Independent Ontologies and Domain Content for CSCL (2008) (15)
- Group Formation in CSCL: A Review of the State of the Art (2017) (15)
- An Authoring Tool to Support the Design and Use of Theory-Based Collaborative Learning Activities (2010) (14)
- AIMED: Agile, Integrative and Open Method for Open Educational Resources Development (2017) (14)
- Evaluating the Impact of Mars and Venus Effect on the Use of an Adaptive Learning Technology for Portuguese and Mathematics (2016) (14)
- An Integrated Framework for Fine-Grained Analysis and Design of Group Learning Activities (2006) (14)
- Explaining Individual and Collective Programming Students’ Behavior by Interpreting a Black-Box Predictive Model (2021) (14)
- Looking Into Collaborative Learning: Design from Macro- and Micro-Script Perspectives (2009) (14)
- Thinking Inside the Box: How to Tailor Gamified Educational Systems Based on Learning Activities Types (2019) (13)
- Towards an Ontological Model to Apply Gamification as Persuasive Technology in Collaborative Learning Scenarios (2015) (13)
- Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons (2021) (13)
- An ontology-driven software product line architecture for developing gamified intelligent tutoring systems (2017) (12)
- Do people's user types change over time? An exploratory study (2021) (11)
- Can We Use Gamification to Predict Students' Performance? A Case Study Supported by an Online Judge (2020) (11)
- A Methodology for Multimodal Learning Analytics and Flow Experience Identification within Gamified Assignments (2020) (10)
- A Gamification-based Social Collaborative Architecture to increase resilience against natural disasters (2014) (10)
- Affective States in CSCL Environments: A Systematic Mapping of the Literature (2015) (9)
- Dicas inteligentes no Sistema Tutor Inteligente PAT2Math (2012) (9)
- Analysis of permanence time in emotional states: A case study using educational software (2018) (9)
- Erroneous Examples as Desirable Difficulty (2013) (9)
- A Plug-in Based Adaptive System: SAAW (2004) (9)
- The effects of personalized gamification on students’ flow experience, motivation, and enjoyment (2022) (9)
- Toward a Learning/Instruction Process Model for Facilitating the Instructional Design Cycle (2009) (8)
- A Systematic Approach for Providing Personalized Pedagogical Recommendations Based on Educational Data Mining (2014) (8)
- New Perspectives in Instructional Design using Semantic Web Technologies: A Systematic Literature Review (2018) (8)
- Work in progress — A framework for building Interactive Learning Modules (2011) (8)
- Step Towards a Model to Bridge the Gap between Personality Traits and Collaborative Learning Roles (2016) (7)
- Ontologias e Web Semântica no Suporte ao Ensino Colaborativo em Salas de Aula Presenciais (2008) (7)
- I GranDSI-BR (2017) (7)
- Challenges of Flow Theory Applied to Computers in Education (2015) (7)
- Erratum: “Energetics of native defects in ZnO” [J. Appl. Phys. 90, 824 (2001)] (2001) (7)
- Interactive Geometry Goes Mobile with GeoTouch (2014) (7)
- Tailored gamification in education: A literature review and future agenda (2022) (7)
- Impact of Teaching Approaches to Computational Thinking on High School Students: A Systematic Mapping (2018) (7)
- Towards a Bayesian Student Model for Detecting Decimal Misconceptions (2011) (7)
- Does gamification affect flow experience? A systematic literature review (2021) (7)
- Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study (2022) (7)
- Computer-based systems for automating instructional design of collaborative learning scenarios: a systematic literature review (2016) (6)
- OntoSoft Process: Towards an Agile Process for Ontology-Based Software (2016) (6)
- Toward Better Outcomes in Audiology Distance Education: An Educational Data Mining Approach. (2018) (6)
- Reduced GUI for an interactive geometry software: Does it affect students' performance? (2016) (6)
- Brazilian Portuguese Cross-Cultural Adaptation and Validation of the Susceptibility to Persuasion Scale (Br-STPS) (2017) (5)
- Automatic Game Experience Identification in Educational Games (2019) (5)
- The effects of using hearing aids and a frequency modulated system on listening effort among adolescents with hearing loss (2020) (5)
- Are They Learning or Playing? Moderator Conditions of Gamification’s Success in Programming Classrooms (2022) (5)
- Just beat it: Exploring the influences of competition and task-related factors in gamified learning environments (2020) (5)
- Steps Towards the Gamification of Collaborative Learning Scenarios Supported by Ontologies (2015) (5)
- For whom should we gamify? Insights on the users intentions and context towards gamification in education (2020) (5)
- Exploring content game elements to support gamification design in educational systems: narrative and storytelling (2019) (5)
- Towards a Reference Model to Semantic Web-based Educational Systems (2008) (5)
- An Ontology Framework to Apply Gamification in CSCL Scenarios as Persuasive Technology (2016) (5)
- INTERACTIVE LEARNING MODULES IN ENGINEERING EDUCATION AND AS A MOTIVATIONAL TOOL FOR MIDDLE AND HIGH SCHOOL STUDENTS (2011) (5)
- Estado da Arte sobre Afetividade na Formação de Grupos em Ambientes Colaborativos de Aprendizagem State of the Art on Affect for Group Formation in CSCL Environments (2015) (5)
- Personalization Improves Gamification (2021) (5)
- An Algorithm to Optimize the Calculation of the Fourth Order Runge-Kutta Method Applied to the Numerical Integration of Kinetics Coupled Differential Equations (2012) (5)
- Using Ontologies for an Effective Design of Collaborative Learning Activities (2007) (5)
- Rehabilitation Using Kinect and an Outlook on Its Educational Applications: A Review of the State of the Art (2015) (4)
- Towards Automatic Flow Experience Identification in Educational Systems: A Qualitative Study (2020) (4)
- Can Ontologies Support the Gamification of Scripted Collaborative Learning Sessions? (2020) (4)
- Guest Editorial: Special Issue on Intelligent and Innovative Support Systems for CSCL (2011) (4)
- Prediction of Interpersonal Help-Seeking Behavior from Log Files in an In-Service Education Distance Course (2018) (4)
- A Recommender System Based on Effort: Towards Minimising Negative Affects and Maximising Achievement in CS1 Learning (2021) (4)
- Erroneous Examples Versus Problem Solving: Can We Improve How Middle School Students Learn Decimals? (2012) (4)
- Dataset of two experiments of the application of gamified peer assessment model into online learning environment MeuTutor (2017) (4)
- An Ontology-based Framework and its Application to Effective Collaboration (2008) (4)
- Modeling students’ flow experience through data logs in gamified educational systems (2021) (4)
- Automating Gamification Personalization to the User and Beyond (2021) (4)
- Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese (2022) (3)
- Discouraging Gaming the System Through Interventions of an Animated Pedagogical Agent (2016) (3)
- Towards an Adaptive Learning Environment Supported by Ontologies (2009) (3)
- GamiCSM: relating education, culture and gamification - a link between worlds (2020) (3)
- GAMIFY-SN: A Meta-model for Planning and Deploying Gamification Concepts Within Social Networks - A Case Study (2018) (3)
- Modelling Students' Algebraic Knowledge with Dynamic Bayesian Networks (2016) (3)
- Predicting students’ flow experience through behavior data in gamified educational systems (2021) (3)
- An agile project management experience: points of view of graduate students (2018) (3)
- An object triple mapping system supporting detached objects: A performance and memory usage empirical comparison (2017) (3)
- Quality Evaluation of Web-Based Educational Software: A Systematic Mapping (2015) (3)
- Does Gamified Educational Systems Change Students’ Learning Behaviors? A Case Study with Postgraduate Students (2018) (3)
- Work in progress: A generic model for interactivity-intense intelligent tutor authoring tools (2012) (3)
- Work in progress — Enhancing Interactive Geometry Systems with intelligent tutoring features (2011) (3)
- A Dictionary of Gestures for Multitouch-Based Interactive Geometry Software (2015) (3)
- Chapter 5: Information Systems based on (Linked) Open Data: From Openness to Innovation (2017) (3)
- Towards an Ontological Infrastructure for Content Modeling and Personalization (2012) (3)
- Validation and psychometric properties of the Brazilian-Portuguese dispositional flow scale 2 (DFS-BR) (2021) (3)
- Directions on Semantic Web and Education (2008) (2)
- Quantify: An Information Fusion Model Based on Syntactic and Semantic Analysis and Quality Assessments to Enhance Situation Awareness (2019) (2)
- Using Ontology and Gamification to Improve Students' Participation and Motivation in CSCL (2017) (2)
- Computational approaches for literacy of children with autism: a systematic mapping (2020) (2)
- A Domain Engineering for Interactive Learning (2012) (2)
- A Proposal of Model of Emotional Regulation in Intelligent Learning Environments (2021) (2)
- An ontology-based user model for personalization of educational content (S) (2013) (2)
- Towards a link between Instructional Approaches and Gamification - A Case Study in a Programming Course (2018) (2)
- Automated instructional design for CSCL: A hierarchical task network planning approach (2014) (2)
- A DGS gesture dictionary for modelling on mobile devices (2018) (2)
- Investigating how gamified syllabic literacy impacts learning, flow and inappropriate behaviors: A single-subject study design (2022) (2)
- Methodologies for publishing linked open government data on the Web: A systematic mapping and a unified process model (2022) (2)
- O Papel do Professor e do Aluno Frente ao Uso de um Software de Geometria Interativa: iGeom The Roles of Teachers and Students When Facing an Interactive Geometry Software: iGeom (2013) (2)
- Process Model with Quality Control for the Production of High Quality Linked Open Government Data (2021) (2)
- The Effects of Ontology-Based Gamification in Scripted Collaborative Learning (2019) (2)
- Gamification of Collaborative Learning Scenarios: An Ontological Engineering Approach to Deal with Motivational Problems in Scripted Collaborative Learning (2019) (2)
- Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study (2019) (2)
- Selecting Effective Influence Principles for Tailoring Gamification-Based Strategies to Player Roles (2017) (2)
- Towards human-AI collaboration: a recommender system to support CS1 instructors to select problems for assignments and exams (2022) (1)
- Intelligent and innovative support of collaborative learning activities (WIISCOLA) (2009) (1)
- Interaction interfaces in interactive geometry software: are we exploring new devices and possibilities? (2016) (1)
- Two billion registered students affected by stereotyped educational environments: an analysis of gender-based color bias (2022) (1)
- Usability Perspective of an Authoring Solution to Assist Pedagogical Decision-Making (2017) (1)
- Does gender stereotype threat affects the levels of aggressiveness, learning and flow in gamified learning environments?: An experimental study (2022) (1)
- An Overview of Software Architecture Education (2022) (1)
- Systematic map and review of Google Classroom usage during the Covid-19 pandemic: an analysis by data clustering approach (2022) (1)
- 3 Ontology-based feature modeling: An empirical study in changing (2015) (1)
- Interface to support caregivers in daily record and information visualization of patients with dementia (2016) (1)
- Towards a Complete Ontology-Aware Authoring Tool for Collaborative Learning (2007) (1)
- The Unfolding of Learning Theories: Its Application to Effective Design of Collaborative Learning (2007) (1)
- The Use of Handwriting Input in Math Tutoring Systems: An Use Case with PAT2Math (2017) (1)
- A Common Model of Didactic and Collaborative Learning for Theory-Aware Authoring Support (2011) (1)
- ISLG 2015 Fourth Workshop on Intelligent Support for Learning in Groups (2015) (1)
- Detecting Behavioral Trajectories in Continued Education Online Courses (2019) (1)
- Constraints, effectiveness and solutions in using Google Classroom as a Learning Management System during Covid-19 pandemic: a systematic literature review (2021) (1)
- iGeom: Towards an Interactive Geometry Software with Intelligent Guidance Capabilities (2010) (1)
- Energetics of native defects in ZnO (vol 90, pg 824, 2001) (2001) (1)
- A Tool for Efficient Development of Ontology-based Applications (2012) (1)
- Teaching Interactive Fiction for Undergraduate Students with the Aid of Information Technologies: An Experience Report (2019) (1)
- An Agile Method for Developing OERs and Its Application in Serious Game Design (2017) (1)
- Towards an Ontology-Based System to Improve Usability in Collaborative Learning Environments (2012) (1)
- Which one is the best? A quasi-experimental study comparing frameworks for unplugged gamification (2020) (1)
- Process and product analysis to initiate peer-to-peer collaboration on system dynamics modelling. (2009) (1)
- How Personalization Affects Motivation in Gamified Review Assessments (2023) (1)
- Session details: Volume I: Artificial intelligence and agents, distributed systems, and information systems: Intelligent and interactive learning environments track (2016) (0)
- Analysing gamification elements in educational environments using an existing Gamification taxonomy (2019) (0)
- An Ontological Model to Blend Didactic Instruction and Collaborative Learning (2011) (0)
- Learning and Gamification Dashboards: A Mixed-Method Study with Teachers (2021) (0)
- The effects of gender stereotype-based interfaces on users’ flow experience and performance (2022) (0)
- Discovery of Study Patterns that Impacts Students' Discussion Performance in Forum Assignments (2019) (0)
- Towards Digital Transformation of the Validation and Triage Process of Textbooks in the Brazilian Educational Policy (2023) (0)
- Applications of ontologies in requirements engineering: a systematic review of the literature (2015) (0)
- Detecção Automática de Clímax em Produções de Textos Narrativos (2022) (0)
- An analytics approach to investigate teacher turnover (2021) (0)
- An ontology for modelling user' profiles and activities in gamified education (2022) (0)
- Session details: Artificial intelligence & agents, information systems, and software development: Intelligent/innovative learning environments track (2011) (0)
- Title Energetics of native defects in ZnO (2016) (0)
- Data-Driven Analysis of Engagement in Gamified Learning Environments: A Methodology for Real-Time Measurement of MOOCs (2020) (0)
- Visão de gestores e professores sobre os fatores decisivos para a escolha de tecnologias educacionais (2022) (0)
- Towards explainable prediction of essay cohesion in Portuguese and English (2023) (0)
- The Relationship Between Students' Flow Experience and Their Behavior Data in Gamified Educational Systems (2022) (0)
- An Ontological Engineering Approach to Computer-Supported Collaborative Learning : From Theory to Practice(Human Interfaces and Computer-Supported Education/Learning, Doctorial Theses on Aritifical Intelligence) (2010) (0)
- An architecture for monitoring public education policies based on big and open linked data (0)
- Guidelines for Google Classroom usage as an e-learning tool during Covid-19 pandemic based on similarity search (2022) (0)
- Authoring Inner Loops of Intelligent Tutoring Systems Using Collective Intelligence (2022) (0)
- Educational data mining for understanding students' behavior in a virtual learning environments: a case study (2017) (0)
- Contribuições para o Design de Gamificação em Contextos Educacionais (2021) (0)
- An architecture for monitoring public educational policies based on big open linked data (2022) (0)
- A Plot from the Stars: Educational Game Development for Teaching Basic Mathematical Functions (2018) (0)
- GamiCSM (2020) (0)
- Estimando Coesão Textual em Redações no Contexto do ENEM Utilizando Modelos de Aprendizado de Máquina (2022) (0)
- Tecnologias Educacionais Estereotipadas: Um desafio a ser enfrentado (2022) (0)
- Towards a learning design authoring tool that generates personalized units of learning for CSCL (2014) (0)
- Quality Evaluation of Web-based Educational Software (2015) (0)
- The effects of personalized gamification on students’ flow experience, motivation, and enjoyment (2022) (0)
- Tying Ontologies to Domain Contents for CSCL (2008) (0)
- The Use of Personality Traits to Enhance Theory-driven Group Formation (2020) (0)
- I wanna talk like you: Speaker Adaptation to Dialogue Style in L2 Practice Conversation (2019) (0)
- Session details: Volume I: Artificial intelligence & agents, distributed systems, and information systems: intelligent and interactive learning environments track (2014) (0)
- The impact of serious games on the learning of students with Autism Spectrum Disorder (2020) (0)
- Gamification Through the Looking Glass - Perceived Biases and Ethical Concerns of Brazilian Teachers (2022) (0)
- Two billion registered students affected by stereotyped educational environments: an analysis of gender-based color bias (2022) (0)
- Modelo de infraestrutura para publicação de dados abertos educacionais conectados de qualidade (2021) (0)
- Preliminary study of Data Mining analysis of high speed Kymography and voice data (2018) (0)
- Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study (2022) (0)
- Toward a Learning/Instruction Process Model for Facilitating the Instructional Design Cycle Por um modelo de processo de instrução/aprendizagem para facilitar o ciclo de design instrucional (2009) (0)
- Artificial Intelligence in Education (2019) (0)
- Predicting students’ flow experience through behavior data in gamified educational systems (2021) (0)
- Seventh International Workshop on Semantic and Social Media Adaptation and Personalization, SMAP 2012, Luxembourg City, Luxembourg, December 3-4, 2012 (2012) (0)
- CHOCOLATO : A Concrete and Helpful Ontology-Aware Collaborative Learning Authoring Tool (2008) (0)
- Session details: Volume I: Artificial intelligence and agents, distributed systems, and information systems: Intelligent and interactive learning environments track (2014) (0)
- A systematic review on multi-device inclusive environments (2015) (0)
- GARFIELD: A Recommender System to Personalize Gamified Learning (2022) (0)
- Enhancing Students' Learning Experience Through Gamification: Perspectives and Challenges (2021) (0)
- Aprendizagem de Máquina para Classificação de Tipos Textuais: Estudo de Caso em Textos escritos em Português Brasileiro (2022) (0)
- Affective Memory in Gamified Learning: A Usability Study (2022) (0)
- Methodologies for publishing linked open government data for the data on the web: a systematic mapping (2019) (0)
- O uso do Moodle e Metodologias Ativas: percepções de professores de uma instituição do Ensino Superior (2022) (0)
- A semi-automatic system to evaluate the performance and scalability of ontology persistent APIs (2017) (0)
- The State-of-the-Art on Collective Intelligence in Online Educational Technologies (2021) (0)
- Literature review on technologies and games that motivated people to practice physical activity during the pandemic (2023) (0)
- A Study on Ontology Application Scenarios in e-Learning Domain (2018) (0)
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