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A Case Study on AIED Unplugged Applied to Public Policy for Learning Recovery Post-pandemic in Brazil.

, , , , , , , , , , , и . AIED (Posters/Late Breaking Results/...), том 1831 из Communications in Computer and Information Science, стр. 788-796. Springer, (2023)

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Towards an Ontological Infrastructure for Content Modeling and Personalization., , , и . SMAP, стр. 107-112. IEEE, (2012)Group Formation in CSCL: A Review of the State of the Art., , , и . HEFA, том 832 из Communications in Computer and Information Science, стр. 71-88. Springer, (2017)Narrative for Gamification in Education: Why Should you Care?, , , , и . ICALT, стр. 97-99. IEEE, (2019)Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons., , , , , и . SIGCSE, стр. 184-190. ACM, (2021)The Bright and Dark Sides of Gamification., , и . ITS, том 9684 из Lecture Notes in Computer Science, стр. 176-186. Springer, (2016)The Relationship Between Students' Flow Experience and Their Behavior Data in Gamified Educational Systems., , , и . HICSS, стр. 1-10. ScholarSpace, (2022)Do people's user types change over time? An exploratory study., , , и . GamiFIN, том 2883 из CEUR Workshop Proceedings, стр. 90-99. CEUR-WS.org, (2021)Does gamification work for boys and girls?: An exploratory study with a virtual learning environment., , , , и . SAC, стр. 214-219. ACM, (2015)When Is It Best to Learn with All Worked Examples?, и . AIED, том 6738 из Lecture Notes in Computer Science, стр. 222-229. Springer, (2011)An Ontological Model to Blend Didactic Instruction and Collaborative Learning., , , и . CRIWG, том 6969 из Lecture Notes in Computer Science, стр. 1-13. Springer, (2011)