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HEFA 2017: Maceió, Brazil
- Alexandra Ioana Cristea, Ig Ibert Bittencourt, Fernanda Lima:
Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions - First International Workshop on Social, Semantic, Adaptive and Gamification Techniques and Technologies for Distance Learning, HEFA 2017, Maceió, Brazil, March 20-24, 2017, Revised Selected Papers. Communications in Computer and Information Science 832, Springer 2018, ISBN 978-3-319-97933-5
Higher Education Online Around the World
- Mark Zarb, Angela A. Siegel:
An Analysis of Pupil Concerns Regarding Transition into Higher Education. 3-16 - Elaine H. T. Oliveira, José Reginaldo Hughes Carvalho, Horacio A. B. Fernandes de Oliveira, Bruno F. Gadelha, Ketlen T. Lucena, David Brito Ramos, Ilmara Monteverde Martins Ramos, Priscilla B. Nascimento, Irene Andrea V. A. Carvalho:
Higher Education in the Amazon: Challenges and Initiatives. 17-31 - Samuel González López, Aurelio López-López:
Computational Methods for Analysis of Language in Graduate and Undergraduate Student Texts. 32-51 - Ranilson Paiva, Ig Ibert Bittencourt:
Helping MOOC Teachers Do Their Job. 52-67
User Modelling and Grouping
- Simone de Sousa Borges, Riichiro Mizoguchi, Ig Ibert Bittencourt, Seiji Isotani:
Group Formation in CSCL: A Review of the State of the Art. 71-88 - Eleandro Maschio, Carolina Moreira:
Student Modelling and Knowledge Acquisition Process in Complex Nature Domains. 89-106 - Isabela Gasparini, Marcelo Soares Pimenta, José Palazzo M. de Oliveira, Ricardo Miranda:
Coupling Cultural Context to a User Model of Adaptive E-Learning: Fundamentals, Approach and Experiment. 107-123 - Tiago Roberto Kautzmann, Patrícia Augustin Jaques:
Improving the Metacognitive Ability of Knowledge Monitoring in Computer Learning Systems. 124-140
Technology-Enhanced Solutions: Gamification and Educational Games
- Armando Maciel Toda, Pedro Henrique Dias Valle, Seiji Isotani:
The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education. 143-156 - Daniela C. C. Peixoto, Rodolfo F. Resende, Clarindo Isaías P. S. Pádua:
An Experience with Software Engineering Education Using a Software Process Improvement Game. 157-173 - Geiser Chalco Challco, Riichiro Mizoguchi, Seiji Isotani:
Using Ontology and Gamification to Improve Students' Participation and Motivation in CSCL. 174-191 - Rafaela V. Rocha, Pedro Pedro Henrique Valle, José Carlos Maldonado, Ig Ibert Bittencourt, Seiji Isotani:
An Agile Method for Developing OERs and Its Application in Serious Game Design. 192-206
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