Seiji Isotani
Professor of Computer Science and Learning Technology
University of Sao Paulo
  • Email:
    sisotani@icmc.usp.br
  • Office:
    ICMC 4-135
  • Tel:
    +55 16 3373-6720
Portuguese
English
Spanish
Gamification in Education
AI in Education
Evidence-based Policy in Brazil
Ontology Engineering
CSCL

Seiji Isotani

Transforming research findings into social impact!

<code> I work to </code>
15+
Years of Research Experience
35+
Completed Projects
200+
 Scientific Publications
30+
Honors and Awards

Publications

You can find the most up-to-date list of my publications on:

Publications List

Last update: January, 2022.
* means that the author was my advisee at the time of publication.

JOURNALS (ENGLISH)


  1. *Santos, A. C. G., *Oliveira, W., Hamari, J., *Rodrigues, L., *Toda, A. M., *Palomino, P. T., & Isotani, S. (2021). The relationship between user types and gamification designs. User Modeling and User-Adapted Interaction, 1-34. https://doi.org/10.1007/s11257-021-09300-z

  2. *Oliveira, W., *Tenório, K., Hamari, J., Pastushenko, O., & Isotani, S. (2021). Predicting students’ flow experience through behavior data in gamified educational systems. Smart Learning Environments, 8(30), 1-18. https://doi.org/10.1186/s40561-021-00175-6

  3. Pereira, F. D., Fonseca, S. C., Oliveira, E. H., Cristea, A. I., Bellhäuser, H., *Rodrigues, L., Olveira, D. B. F., Isotani, S. & Carvalho, L. S. (2021). Explaining individual and collective programming students’ behaviour by interpreting a black-box predictive model. IEEE Access, 9, 117097-117119. https://doi.org/10.1109/ACCESS.2021.3105956

  4. *Reis, H. M., Alvares, D., Jaques, P. A., & Isotani, S. (2021). A Proposal of Model of Emotional Regulation in Intelligent Learning Environments. Informatics in Education, 20(2), 317-332. https://doi.org/10.15388/infedu.2021.15

  5. *Tenório, T., Isotani, S., Bittencourt, I. I., & Lu, Y. (2021). The State-of-the-Art on Collective Intelligence in Online Educational Technologies. IEEE Transactions on Learning Technologies, 14(2), 257-271. https://doi.org/10.1109/TLT.2021.3073559

  6. Bittencourt, I. I., Freires, L., Lu, Y., Challco, G. C., Fernandes, S., Coelho, J., Costa, J., Pian, Y, Marinho, A. & Isotani, S. (2021). Validation and psychometric properties of the Brazilian-Portuguese dispositional flow scale 2 (DFS-BR). PloS one, 16(7), e0253044. https://doi.org/10.1371/journal.pone.0253044

  7. *Rodrigues, L., *Palomino, P. T., *Toda, A. M., Klock, A. C., *Oliveira, W., Avila-Santos, A. P., Gasparini, I., & Isotani, S. (2021). Personalization Improves Gamification: Evidence from a Mixed-methods Study. Proceedings of the ACM on Human-Computer Interaction, 5(CHI PLAY), 1-25. https://doi.org/10.1145/3474714

  8. Pereira, F. D., Oliveira, E. H. T., Oliveira, D. B. F., Cristea, Al. I., Carvalho, L. S. G. Fonseca, S. C., *Toda, A., Isotani, S. (2020) Using learning analytics in the Amazonas: understanding students’ behaviour in introductory programming. British Journal of Educational Technology, v. 51, p. 955-972. DOI: http://dx.doi.org/10.1111/bjet.12953

  9. *Silva, L. R., *Silva, A. P., Elias, N. C., Isotani, S. (2020) Computational approaches for literacy of children with autism: a systematic mapping. Interactive learning environments, v. 28, p. 1-11. DOI: https://doi.org/10.1080/10494820.2020.1780267

  10. *Santos, W. O., *Toda, A. M. *Palomino, P. T., *Rodrigues, L., Isotani, S. (2020) Which one is the best? A quasi-experimental study comparing frameworks for unplugged gamification. Renote. Revista Novas Tecnologias na Educação, v. 18, p. 1-10. https://seer.ufrgs.br/renote/article/view/105971

  11. *Reis, R. C. D., *Lyra, K. T., *Reis, C. D. G., *Penteado, B. E., Isotani, S. (2020) The Use of Personality Traits to Enhance Theory-driven Group Formation. Revista Brasileira de Informática na Educação, v. 28, p. 796-818. DOI: http://dx.doi.org/10.5753/rbie.2020.28.0.796

  12. Dermeval, D., Albuquerque, J., Bittencourt, I. I., Isotani, S., *Silva, A. P., Vassileva, J. (2019) GaTO: An Ontological Model to Apply Gamification in Intelligent Tutoring Systems. Frontiers in Artificial Intelligence, v. 2, p. 1-15. DOI: https://doi.org/10.3389/frai.2019.00013

  13. Cruz, A. D., Gagné, J., *Cruz, W. M., Isotani, S., Gauthier-Cossette, L., Jacob, R. T. S. (2019) The effects of using hearing aids and a frequency modulated system on listening effort among adolescents with hearing loss. International Journal of Audiology, v. 59, p. 1-7. DOI: https://doi.org/10.1080/14992027.2019.1671992

  14. *Toda, A. M., Klock, A. C. T., *Oliveira, W., *Palomino, P. T., *Rodrigues, L., Shi, L., Bittencourt, I. I., Gasparini, I., Isotani, S., Cristea, A. I. (2019) Analysing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learning Environments, v. 6, p. 1-14. DOI: https://doi.org/10.1186/s40561-019-0106-1

  15. *Palomino, P. T., *Toda, A. M., *Santos, W. O., *Rodrigues, L., Isotani, S. (2019) Teaching Interactive Fiction for Undergraduate Students with the Aid of Information Technologies: An Experience Report. Renote. Revista Novas Tecnologias Na Educação, v. 17, p. 527-536, 2019. DOI: https://doi.org/10.22456/1679-1916.99537

  16. *Toda, A. M., *Palomino, P. T., *Santos, W. O., *Rodrigues, L., Klock, Ana C. T., Gasparini, I., Cristea, A. I., Isotani, S. (2019). How to Gamify learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education. Journal of Educational Technology & Society, v. 22, p. 47-60. https://drive.google.com/file/d/1rGqyPLHyv5NqctFxFwc5i4hIq9OyhfMJ/view

  17. *Toda, A. M., Carmo, R. M.C., *Silva, A. P., Bittencourt, I. I. , Isotani, S. (2019) . An approach for planning and deploying gamification concepts with social networks within educational contexts. International Journal of Information Management, v. 50, p. 1-10, 2019. DOI: https://doi.org/10.1016/j.ijinfomgt.2018.10.001

  18. Ramirez, D. M. P., Builes, J. A. J., Gomez, O., Isotani, S. (2018) New Perspectives in Instructional Design using Semantic Web Technologies: A systematic literature review. Revista Científica Ingeniería y Desarrollo, v. 36, p. 215-239. DOI: http://dx.doi.org/10.14482/inde.36.1.10947

  19. Feitosa, D., Dermeval, D., Ávila, T., Bittencourt, I. I., Lóscio, B. F., Isotani, S. (2018) A Systematic Review on the Use of Best Practices for Publishing Linked Data. Online Information Review, v. 42, p. 107-123. DOI: https://doi.org/10.1108/OIR-11-2016-0322

  20. *Reis, R. C. D., Isotani, S., *Rodriguez, C. L., *Lyra, K. K., Jaques, P., Bittencourt, I. I. (2018) Affective states in computer-supported collaborative learning: Studying the past to drive the future. Computers & Education, v. 120, p. 29-50. DOI: https://doi.org/10.1016/j.compedu.2018.01.015

  21. *Rodrigues, Marcos Wander, Zárate, Luiz Enrique, Isotani, S. (2018) Educational Data Mining: A review of evaluation process in the e-learning. Telematics and Informatics, v. 35, p. 1701-1717. DOI: https://doi.org/10.1016/j.tele.2018.04.015

  22. *Santos, W. O., Bittencourt, I. I., Isotani, S., Dermeval, D., *Marques, L. B., Silveira, I. F. (2018) Flow Theory to Promote Learning in Educational Systems: Is it Really Relevant?. Revista Brasileira de Informática na Educação (RBIE), v. 26, p. 29-59. DOI: http://dx.doi.org/10.5753/rbie.2018.26.02.29

  23. *Penteado, B., Paiva, P. M. P., Morettin-Zupelari, M., Isotani, S., Ferrari, D. V. (2018) Toward Better Outcomes in Audiology Distance Education: An Educational Data Mining Approach. American Journal of Audiology, v. 27, p. 513-525. DOI: http://dx.doi.org/10.1044/2018_AJA-IMIA3-18-0020

  24. Tsutsumi, M., Pimenta, R. A., Oliveira, V. H. C., Isotani, S., Delbem, A. C., Hachiya, A., Tsuji, D., Dajer, M. E. (2018) Preliminary study of Data Mining analysis of high speed Kymography and voice data. Areté, v. 18, p. 11-20. DOI: https://doi.org/10.33881/1657-2513.art.18202

  25. *Santos, W. O., *Toda, A. M., Bittencourt, I. I., Isotani, S. (2018). Does Gamified Educational Systems Change Students’ Learning Behaviors? A Case Study with Postgraduate Students. Renote. Revista Novas Tecnologias na Educação, v. 16, p. 1-10, 2018. DOI: https://doi.org/10.22456/1679-1916.89253

  26. *Holanda, O., Isotani, S., Bittencourt, I. I., Dermeval, D., Alcantara, W. (2017) An object triple mapping system supporting detached objects: A performance and memory usage empirical comparison. Engineering Applications of Artificial Intelligence, v. 62, p. 234-251, 2017. DOI: https://doi.org/10.1016/j.engappai.2017.04.010

  27. Isotani, S., *Reis, H. M., Alvares, D., Brandao, A. A. F., Brandao, Leonidas O. (2017) A DGS gesture dictionary for modelling on mobile devices. Interactive Learning Environments, v. 25, p. 1-17, 2017. DOI: https://doi.org/10.1080/10494820.2017.1325377

  28. Dermeval, D., Almeida, J., Almeida, G., Albuquerque, J., Bittencourt, I. I., Siqueira, S. W. M., Isotani, S., Silva, A. P. (2017) An ontology-driven software product line architecture for developing gamified intelligent tutoring systems. International Journal of Knowledge and Learning, v. 12, p. 27-48, 2017. DOI: https://doi.org/10.1504/IJKL.2017.088181

  29. *Challco, G. C., *Andrade, F. R. H., *Borges, S. S., Bittencourt, I. I., Isotani, S. (2016). Toward a Unified Modeling of Learner’s Growth Process and Flow Theory. Educational Technology & Society, 19(2), 215–227. DOI: http://www.ifets.info/journals/19_2/16.pdf

  30. Tenório, T., Bittencourt, I. I., Isotani, S., da Silva, A. P., Ospina, P. (2016). A gamified peer assessment model for on-line learning environments in a competitive context. Computers in Human Behavior, 64, 247–263. DOI: http://doi.org/10.1016/j.chb.2016.06.049

  31. Tenório, T., Bittencourt, I. I., Isotani, S., & da Silva, A. P. (2016). Does peer assessment in on-line learning environments work? A systematic review of the literature. Computers in Human Behavior, 64, 94–107. DOI: http://doi.org/10.1016/j.chb.2016.06.020

  32. *Reis, R. C. D., *Rodriguez, C. L., *Challco, G. C., *Lyra, K. K., *Marques, L. B., Jaques, P., Bittencourt, I. I., Isotani, S. (2016). Step Towards a Model to Bridge the Gap between Personality Traits and Collaborative Learning Roles. IxD&A - Interaction Design and Architecture(s) Journal, v. 28, p. 145-163. http://www.mifav.uniroma2.it/inevent/events/idea2010/doc/28_7.pdf

  33. Paiva, R., Bittencourt, I. I., Tenório, T., Jaques, P. A., Isotani, S. (2016). What do students do on-line? Modeling students’ interactions to improve their learning experience. Computers in Human Behavior, 64, 769–781. DOI: http://doi.org/10.1016/j.chb.2016.07.048

  34. Tsutsumi, M., Isotani, S., Hachiya, A., Tsuji, D., Pimenta, R., Dajer, M. E., Montagnoli, A. N. (2016) High-speed Videolaryngoscopy: Quantitative Parameters of Glottal Area Waveforms and High-speed Kymography in Healthy Individuals. Journal of Voice, 1-9. DOI: http://dx.doi.org/10.1016/j.jvoice.2016.09.026

  35. *Elias, E.; Santos, J., Bittencourt, I. I., Isotani, S., *Holanda, O., Brito, P. H.S. (2016). A Semi-automatic system to evaluate the performance and scalability of ontology persistent APIs. Science of Computer Programming, 1-32. DOI: http://dx.doi.org/10.1016/j.scico.2016.10.005

  36. *Challco, G. C., Mizoguchi, R., Isotani, S. (2016). An Ontology Framework to Apply Gamification in CSCL Scenarios as Persuasive Technology. Revista Brasileira de Informática na Educação, 24(2), 67-76. DOI: http://dx.doi.org/10.5753/rbie.2016.24.02.67

  37. *Borges, S. S., *Reis, H. M., *Marques, L. B., Durelli, V. H. S., Bittencourt, I. I., Jaques, P. A., Isotani, S. (2016). Reduced GUI for an interactive geometry software: Does it affect students’ performance? Computers in Human Behavior v. 54, p. 124-133. DOI: http://doi.org/10.1016/j.chb.2015.07.064

  38. Bittencourt, I. I., Baranauskas, M. C. C., Pereira, R., Dermeval, D., Isotani, S., Jaques, P. A. (2016). A systematic review on multi-device inclusive environments. Universal Access in the Information Society, 15(4), 737–772. DOI: http://doi.org/10.1007/s10209-015-0422-3 .

  39. Dermeval, D., Vilela, J., Bittencourt, I. I., Castro, J., Isotani, S., da S. Brito, P. H., Silva, A. (2016). Applications of ontologies in requirements engineering: a systematic review of the literature. Requirements Engineering, 21(4), 405–437. DOI: http://doi.org/10.1007/s00766-015-0222-6

  40. Dermeval, D., Tenório, T., Bittencourt, I. I., Silva, A. P., Isotani, S., Ribeiro, M. (2015) Ontology-based feature modeling: An empirical study in changing scenarios. Expert Systems with Applications, 42(11), p. 4950-4964. DOI: http://doi.org/10.1016/j.eswa.2015.02.020

  41. Souza, D. M., Isotani, S., Barbosa, E. F. (2015) Teaching novice programmers using ProgTest. International Journal of Knowledge and Learning, 10(1), 60–77. DOI: http://doi.org/10.1504/IJKL.2015.071054

  42. *Challco, G. C., Gerosa, M. A., Bittencourt, I. I., Isotani, S. (2014). Automated Instructional Design for CSCL: A Hierarchical Task Network Planning Approach. Expert Systems with Applications, 41(8), 3777-3798. DOI: http://doi.org/10.1016/j.eswa.2013.12.016

  43. Adams, D., McLaren, B., Durkin, Kelley, Mayer, R., Rittle-Johnson, B., Isotani, S., Van Velsen, M. (2014). Using erroneous examples to improve mathematics learning with a web-based tutoring system. Computers in Human Behavior, v. 36, 401-411. DOI: http://doi.org/10.1016/j.chb.2014.03.053

  44. Isotani, S.; Mizoguchi, R., Isotani, S., Capeli, O. M., Isotani, N., Albuquerque, A. R. P. L., Bittencourt, I. I., & Jaques, P. (2013). A Semantic Web-based authoring tool to facilitate the planning of collaborative learning scenarios compliant with learning theories. Computers and Education, v. 63, 267-284. DOI: http://dx.doi.org/10.1016/j.compedu.2012.12.009

  45. *Holanda, O., Isotani, S., Bittencourt, I. I., *Elias, E., & Tenório, T. (2013). JOINT: Java ontology integrated toolkit. Expert Systems with Applications, 40(16), 6469–6477. DOI: http://doi.org/10.1016/j.eswa.2013.05.040

  46. Jaques, P., Seffrin, H., Rubi, G., Morais, F., Guilardi, C., Bittencourt, I. I., Isotani, S. (2013). Rule-based expert systems to support step-by-step guidance in algebraic problem solving: The case of the tutor PAT2Math. Expert Systems with Applications, 40(14), 5456-5465. DOI: http://doi.org/10.1016/j.eswa.2013.04.004

  47. *Dalmon, D. L., Brandão, L. O., Brandão, A. A. F., Isotani, S. (2012). A Domain Engineering for Interactive Learning Modules. Journal of Research and Practice in Information Technology, 44(3), 309-330. https://www.ime.usp.br/~leo/artigos/Domain_Engineering_For_iLM_final.pdf

  48. Isotani, S., Mizoguchi, R., Inaba, A., Ikeda, M. (2010). The foundations of a theory-aware authoring tool for CSCL design. Computers and Education, 54(4), 809-834. DOI: http://dx.doi.org/10.1016/j.compedu.2009.09.010

  49. Isotani, S., Inaba, A., Ikeda, M., Mizoguchi, R. (2009). An ontology engineering approach to the realization of theory-driven group formation. International Journal of Computer-Supported Collaborative Learning, 4(4), 445-478. DOI: http://dx.doi.org/10.1007/s11412-009-9072-x

  50. Isotani, S.; Mizoguchi, R. (2008). An Ontology-based Framework and its Application to Effective Collaboration. CLEI Electronic Journal, 11(1), 1-9. http://www.clei.org/cleiej/papers/v11i1p2.pdf

  51. Bittencourt, I. I., Isotani, S., Costa, E. B., Mizoguchi, R. (2008). Research Directions on Semantic Web and Education. Scientia, 19(1), 59-66. https://www.researchgate.net/publication/237307526_Research_Directions_on_Semantic_Web_and_Education

  52. Isotani, S.; Brandão, L. O. (2008). An algorithm for automatic checking of exercises in a dynamic geometry system: iGeom. Computers and Education, 51(3), 1283-1303. DOI: http://dx.doi.org/10.1016/j.compedu.2007.12.004

REFEREED CONFERENCE PAPERS (ENGLISH)


  1. *Tenório, K., Lemos, B., Nascimento, P., Santos, R., Machado, A., Dermeval, D. Paiva, R. & Isotani, S. (2021) Learning and Gamification Dashboards: A Mixed-Method Study with Teachers. In: International Conference on Intelligent Tutoring Systems (pp. 406-417). Springer, Cham. https://doi.org/10.1007/978-3-030-80421-3_45

  2. Pereira, D. P., Junior, H. B. F., *Rodriguez, L., *Toda, A., Oliveira, E. H., Cristea, A. I., Oliveira, D. B., Carvalho, L. S., Fonseca, S. C., Alamri, A., Isotani S. (2021) Recommender System Based on Effort: Towards Minimising Negative Affects and Maximising Achievement in CS1 Learning. In: International Conference on Intelligent Tutoring Systems (pp. 466-480). Springer, Cham. https://doi.org/10.1007/978-3-030-80421-3_51

  3. *Rodrigues, L., *Toda, A. M., *Oliveira, W., *Palomino, P. T., Avila-Santos, A. P., & Isotani, S. (2021). Gamification Works, but How and to Whom? An Experimental Study in the Context of Programming Lessons. In ACM Technical Symposium on Computer Science Education (pp. 184-190). https://doi.org/10.1145/3408877.3432419

  4. *Oliveira, W., Isotani, S., Pastushenko, O., Hruška, T., & Hamari, J. (2021). Modeling students’ flow experience through data logs in gamified educational systems. In International Conference on Advanced Learning Technologies (pp. 97-101). IEEE.

  5. *Santos, A. C. G., *Oliveira, W., Hamari, J., & Isotani, S. (2021). Do people's user types change over time? In International GamiFIN Conference (pp. 90-99). http://ceur-ws.org/Vol-2883/paper10.pdf

  6. *Oliveira, W., Pastushenko, O., *Rodrigues, L., *Toda, A. M., *Palomino, P. T., Hamari, J., & Isotani, S. (2021). Does gamification affect flow experience? A systematic literature review. In International GamiFIN Conference (pp. 110-119). http://ceur-ws.org/Vol-2883/paper12.pdf

  7. Penteado, B. E., & Isotani, S. (2021). An analytics approach to investigate teacher turnover. In Brazilian Symposium on Computers in Education (pp. 921-930). https://sol.sbc.org.br/index.php/sbie/article/view/18118/17952

  8. *Challco, G. C., Bittencourt, I. I., & Isotani, S. (2020). Can Ontologies Support the Gamification of Scripted Collaborative Learning Sessions?. In International Conference on Artificial Intelligence in Education (pp. 79-91). Springer, Cham. https://doi.org/10.1007/978-3-030-52237-7_7

  9. Pastushenko, O., *Oliveira, W., Isotani, S., & Hruška, T. (2020). A Methodology for Multimodal Learning Analytics and Flow Experience Identification within Gamified Assignments. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-9). https://doi.org/10.1145/3334480.3383060

  10. *Oliveira, W., *Toda, A., Toledo, P., Shi, L., Vassileva, J., Bittencourt, I. I., & Isotani, S. (2020). Does Tailoring Gamified Educational Systems Matter? The Impact on Students' Flow Experience. In Hawaii International Conference on System Sciences (pp. 1226-1235). http://hdl.handle.net/10125/63891

  11. Alharbi, K., Alrajhi, L., Cristea, A. I., Bittencourt, I. I., Isotani, S., & James, A. (2020). Data-Driven Analysis of Engagement in Gamified Learning Environments: A Methodology for Real-Time Measurement of MOOCs. In International Conference on Intelligent Tutoring Systems (pp. 142-151). Springer, Cham. https://doi.org/10.1007/978-3-030-49663-0_18

  12. Pereira, F. D., *Toda, A., *Oliveira, E. H., Cristea, A. I., Isotani, S., Laranjeira, D., ... & Mendonça, J. (2020). Can We Use Gamification to Predict Students’ Performance? A Case Study Supported by an Online Judge. In International Conference on Intelligent Tutoring Systems (pp. 259-269). Springer, Cham. https://doi.org/10.1007/978-3-030-49663-0_30

  13. *Oliveira, W., *Toda, A., *Palomino, P., *Rodrigues, L., Shi, L., & Isotani, S. (2020) Towards Automatic Flow Experience Identification in Educational Systems: A Qualitative Study. In Brazilian Symposium on Computers in Education (pp. 702-711). https://doi.org/10.5753/cbie.sbie.2020.702

  14. *Rodrigues, L., *Toda, A., *Oliveira, W., *Palomino, P., & Isotani, S. (2020) Just beat it: Exploring the influences of competition and task-related factors in gamified learning environments. In Brazilian Symposium on Computers in Education (pp. 461-470). https://doi.org/10.5753/cbie.sbie.2020.461

  15. *Penteado, B. E., Isotani, S., Paiva, P. M. P., Morettin-Zupelari, M., & Ferrari, D. V. (2019). Discovery of Study Patterns that Impacts Students’ Discussion Performance in Forum Assignments. In International Conference on Artificial Intelligence in Education (pp. 220-225). Springer, Cham. https://doi.org/10.1007/978-3-030-23207-8_41

  16. *Oliveira, W., *Toda, A., *Palomino, P., *Rodrigues, L., Isotani, S., & Shi, L. (2019). Towards Automatic Flow Experience Identification in Educational Systems: A Theory-driven Approach. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play (pp. 581-588). https://doi.org/10.1145/3341215.3356311

  17. *Toda, A. M., *Oliveira, W., Shi, L., Bittencourt, I. I., Isotani, S., & Cristea, A. (2019). Planning Gamification strategies based on user characteristics and DM: A gender-based case study. In International Conference on Educational Data Mining (pp 438-446). https://drive.google.com/file/d/1UI28N2UtrOfL06k2mzHIUdPcgQtdfmy9

  18. *Toda, A., *Oliveira, W., Klock, A., *Palomino, P., Pimenta, M., Bittencourt, I., Shi, L., Gasparini, I., Isotani, S. & Cristea, A. (2019). A taxonomy of game elements for gamification in educational contexts: Proposal and evaluation. In IEEE 19th International Conference on Advanced Learning Technologies (pp. 84-88). IEEE. https://doi.org/10.1109/ICALT.2019.00028

  19. *Challco, G. C., Isotani, S., & Bittencourt, I. I. (2019). The effects of ontology-based gamification in scripted collaborative learning. In IEEE 19th International Conference on Advanced Learning Technologies (pp. 140-144). IEEE. https://doi.org/10.1109/ICALT.2019.00043

  20. Botega, L. C., de Oliveira, A. C. M., Junior, V. A. P., Saran, J. F., Ladeira, L. Z., Pereira, G. M. C., & Isotani, S. (2019). Quantify: An Information Fusion Model Based on Syntactic and Semantic Analysis and Quality Assessments to Enhance Situation Awareness. In Information Quality in Information Fusion and Decision Making (pp. 563-586). Springer, Cham. https://doi.org/10.1007/978-3-030-03643-0_23

  21. *Toda, A., *Palomino, P., *Rodrigues, L., *Oliveira, W., Shi, L., Isotani, S., & Cristea, A. (2019). Validating the effectiveness of data-driven gamification recommendations: An Exploratory study. In Brazilian Symposium on Computers in Education (pp. 763-772). http://dx.doi.org/10.5753/cbie.sbie.2019.763

  22. *Palomino, P., *Toda, A., *Oliveira, W., *Rodrigues, L., Cristea, A., & Isotani, S. (2019). Exploring content game elements to support gamification design in educational systems: narrative and storytelling. In Brazilian Symposium on Computers in Education (pp. 773-782). http://dx.doi.org/10.5753/cbie.sbie.2019.773

  23. *Rodrigues, L., *Oliveira, W., *Toda, A., *Palomino, P., & Isotani, S. (2019). Thinking Inside the Box: How to Tailor Gamified Educational Systems Based on Learning Activities Types. In Brazilian Symposium on Computers in Education (pp. 823-832). http://dx.doi.org/10.5753/cbie.sbie.2019.823

  24. *Oliveira, W., *Rodrigues, L., *Toda, A., *Palomino, P., & Isotani, S. (2019). Automatic game experience identification in educational games. In Brazilian Symposium on Computers in Education (pp. 952-941). http://dx.doi.org/10.5753/cbie.sbie.2019.952

  25. *Penteado, B. E., Isotani, S., Paiva, P. M., Morettin-Zupelari, M., & Ferrari, D. V. (2018). Prediction of interpersonal help-seeking behavior from log files in an in-service education distance course. In International Conference on Artificial Intelligence in Education (pp. 266-270). Springer, Cham. https://doi.org/10.1007/978-3-319-93846-2_49

  26. de Oliveira, G. T., Toledo, C. F. M., Isotani, S., *Challco, G. C., & Pereira, H. H. (2018). A Plot from the Stars: Educational Game Development for Teaching Basic Mathematical Functions. In IEEE Conference on Computational Intelligence and Games (pp. 1-8). IEEE. https://doi.org/10.1109/CIG.2018.8490362

  27. *Silva, L. R., da Silva, A. P., *Toda, A., & Isotani, S. (2018). Impact of teaching approaches to computational thinking on high school students: a systematic mapping. In IEEE 18th International Conference on Advanced Learning Technologies (pp. 285-289). IEEE. https://doi.org/10.1109/ICALT.2018.00072

  28. *Reis, H., Alvares, D., Jaques, P., & Isotani, S. (2018). Analysis of permanence time in emotional states: A case study using educational software. In International Conference on Intelligent Tutoring Systems (pp. 180-190). Springer, Cham. https://doi.org/10.1007/978-3-319-91464-0_18

  29. *Lyra, K. T., Alves, M. L., *Silva, F. H. C., Souza, K., & Isotani, S. (2018). An agile project management experience: points of view of graduate students. In Proceedings of the XXXII Brazilian Symposium on Software Engineering (pp. 240-249). https://doi.org/10.1145/3266237.3266248

  30. Fioravanti, M. L., Sena, B., Paschoal, L. N., *Silva, L. R., Allian, A. P., Nakagawa, E. Y., Souza, S., Isotani, S. & Barbosa, E. F. (2018). Integrating project based learning and project management for software engineering teaching: An experience report. In Proceedings of the 49th ACM Technical Symposium on Computer Science Education (pp. 806-811). https://doi.org/10.1145/3159450.3159599

  31. *Toda, A. M., do Carmo, R. M., da Silva, A. P., & Isotani, S. (2018). GAMIFY-SN: A meta-model for planning and deploying gamification concepts within social networks-A case study. In World Conference on Information Systems and Technologies (pp. 1357-1366). Springer, Cham. https://doi.org/10.1007/978-3-319-77712-2_130

  32. Silva, F., *Toda, A., & Isotani, S. (2018). Towards a link between instructional approaches and gamification-a case study in a programming course. In Brazilian Congress on Computers in Education (pp. 157-166). http://dx.doi.org/10.5753/cbie.wie.2018.157

  33. *Borges, S., Mizoguchi, R., Bittencourt, I. I., & Isotani, S. (2017). Group Formation in CSCL: A Review of the State of the Art. In Researcher Links Workshop: Higher Education for All (pp. 71-88). Springer, Cham. https://doi.org/10.1007/978-3-319-97934-2_5

  34. *Borges, S., Durelli, V., *Reis, H., Bittencourt, I. I., Mizoguchi, R., & Isotani, S. (2017). Selecting Effective Influence Principles for Tailoring Gamification-Based Strategies to Player Roles. In Brazilian Symposium on Computers in Education (pp. 857-866). http://dx.doi.org/10.5753/cbie.sbie.2017.857

  35. *Toda, A. M., Valle, P. H., & Isotani, S. (2017). The dark side of gamification: An overview of negative effects of gamification in education. In Researcher Links Workshop: Higher Education for All (pp. 143-156). Springer, Cham. https://doi.org/10.1007/978-3-319-97934-2_9

  36. *Challco, G. C., Mizoguchi, R., & Isotani, S. (2017). Using Ontology and Gamification to Improve Students’ Participation and Motivation in CSCL. In Researcher Links Workshop: Higher Education for All (pp. 174-191). Springer, Cham. https://doi.org/10.1007/978-3-319-97934-2_11

  37. *Rocha, R. V., Valle, P. H., Maldonado, J. C., Bittencourt, I. I., & Isotani, S. (2017). An agile method for developing OERs and its application in serious game design. In Researcher Links Workshop: Higher Education for All (pp. 192-206). Springer, Cham. https://doi.org/10.1007/978-3-319-97934-2_12

  38. Paiva, R., Bittencourt, I. I., Lima, A., Amorim, S., Lemos, W., Dermeval, D., & Isotani, S. (2017). Usability Perspective of an Authoring Solution to Assist Pedagogical Decision-Making. In Brazilian Symposium on Computers in Education (pp. 1587-1596). http://dx.doi.org/10.5753/cbie.sbie.2017.1587

  39. *Rocha, R. V., Valle, P. H., Maldonado, J. C., Bittencourt, I. I., & Isotani, S. (2017). AIMED: agile, integrative and open method for open educational resources development. In IEEE 17th International Conference on Advanced Learning Technologies (pp. 163-167). IEEE. https://doi.org/10.1109/ICALT.2017.104

  40. *Andrade, F. R. H., Mizoguchi, R., & Isotani, S. (2016). The Bright and Dark Sides of Gamification. Proceedings of the International Conference on Intelligent Tutoring Systems. Lecture Notes in Computer Science (Vol. 9684, pp. 176–186). Springer. http://doi.org/10.1007/978-3-319-39583-8_17

  41. Santana, S. J., Paiva, R., Bittencourt, I. I., Ospina, P. E., de Amorim Silva, R., & Isotani, S. (2016). Evaluating the Impact of Mars and Venus Effect on the Use of an Adaptive Learning Technology for Portuguese and Mathematics. Proceedings of the 16th IEEE International Conference on Advanced Learning Technologies (pp. 31–35). http://doi.org/10.1109/ICALT.2016.58

  42. Santana, S. J., Souza, H. A., Florentin, V. A. F., Paiva, R., Bittencourt, I. I., & Isotani, S. (2016). A Quantitative Analysis of the Most Relevant Gamification Elements in an Online Learning Environment. Proceedings of the 25th International Conference on World Wide Web, Companion Volume (pp. 911–916). http://www2016.net/proceedings/companion/p911.pdf

  43. *Lyra, K. T., Isotani, S., *Reis, R. C. D., *Marques, L. B., *Pedro, L. Z., Jaques, P. A., & Bittencourt, I. I. (2016). Infographics or Graphics+Text: Which Material is Best for Robust Learning? Proceedings of the 16th IEEE International Conference on Advanced Learning Technologies (pp. 366–370). http://doi.org/10.1109/ICALT.2016.83

  44. Machado, J. B., Isotani, S., Barbosa, A., Bandeira, J., Alcantara, W., Bittencourt, I. I., & Barbosa, E. F. (2016). OntoSoft Process: Towards an Agile Process for Ontology-Based Software. Proceedings of the 49th Hawaii International Conference on System Sciences (pp. 5813–5822). http://doi.org/10.1109/HICSS.2016.719

  45. Nunes, T. M., Bittencourt, I. I., Isotani, S., & Jaques, P. A. (2016). Discouraging Gaming the System Through Interventions of an Animated Pedagogical Agent. Proceedings of the 11th European Conference on Technology Enhanced Learning. Lecture Notes in Computer Science (Vol. 9891, pp. 139–151). Springer. http://doi.org/10.1007/978-3-319-45153-4_11

  46. Seffrin, H. M., Bittencourt, I. I., Isotani, S., & Jaques, P. A. (2016). Modelling Students’ Algebraic Knowledge with Dynamic Bayesian Networks. Proceedings of the 16th IEEE International Conference on Advanced Learning Technologies (pp. 44–48). http://doi.org/10.1109/ICALT.2016.96

  47. Cruz, W. M., Isotani, S., Carriço, L., & Guerreiro, T. (2016). Interface to support caregivers in daily record and information visualization of patients with dementia. In Proceedings of the 15th Brazilian Symposium on Human Factors in Computing Systems (pp. 1-10). https://doi.org/10.1145/3033701.3033714

  48. *Challco, G. C., Mizoguchi, R., Bittencourt, I. I., & Isotani, S. (2015). Steps Towards the Gamification of Collaborative Learning Scenarios Supported by Ontologies. Proceedings of the International Conference on Artificial Intelligence in Education. Lecture Notes in Computer Science (Vol. 9112, pp. 554–557). Springer. http://doi.org/10.1007/978-3-319-19773-9_60

  49. *Challco, G. C., Mizoguchi, R., Bittencourt, I. I., & Isotani, S. (2015). Gamification of Collaborative Learning Scenarios: Structuring Persuasive Strategies Using Game Elements and Ontologies. Proceedings of the International Workshop on Social Computing in Digital Education. Communications in Computer and Information Science (Vol. 606, pp. 12–28). Springer. http://doi.org/10.1007/978-3-319-39672-9_2

  50. *Lopes, A. M. Z., *Pedro, L. Z., Isotani, S., & Bittencourt, I. I. (2015). Quality Evaluation of Web-Based Educational Software: A Systematic Mapping. Proceedings of the IEEE 15th International Conference on Advanced Learning Technologies (pp. 250-252). http://doi.org/10.1109/icalt.2015.88

  51. Paiva, R. O. A., Bittencourt, I. I., Silva, A. P. da, Isotani, S., & Jaques, P. (2015). Improving pedagogical recommendations by classifying students according to their interactional behavior in a gamified learning environment. Proceedings of the 30th Annual ACM Symposium on Applied Computing (pp. 233-238). http://doi.org/10.1145/2695664.2695874

  52. *Pedro, L. Z., *Lopes, A. M. Z., Prates, B. G., Vassileva, J., & Isotani, S. (2015). Does Gamification Work for Boys and Girls? An Exploratory Study with a Virtual Learning Environment. Proceedings of the 30th Annual ACM Symposium on Applied Computing (pp. 214–219). http://dx.doi.org/10.1145/2695664.2695752

  53. *Reis, H. M., Isotani, S., Gasparini, I., & Mizoguchi, R. (2015). A Dictionary of Gestures for Multitouch-Based Interactive Geometry Software. Proceedings of the IEEE 15th International Conference on Advanced Learning Technologies (pp. 102-104). http://doi.org/10.1109/icalt.2015.87

  54. *Reis, R. C. D., *Rodriguez, C. L., *Lyra, K. T., Jaques, P. A., Bittencourt, I. I., & Isotani, S. (2015). Affective States in CSCL Environments: A Systematic Mapping of the Literature. Proceedings of the IEEE 15th International Conference on Advanced Learning Technologies (pp. 335-339). http://doi.org/10.1109/icalt.2015.95

  55. *Reis, H., Isotani, S., & Gasparini, I. (2015). Rehabilitation using kinect and an outlook on its educational applications: A review of the state of the art. In Brazilian Symposium on Computers in Education (pp. 802-811). http://dx.doi.org/10.5753/cbie.sbie.2015.802

  56. *Challco, G., *Andrade, F., Oliveira, T., & Isotani, S. (2015). Towards an ontological model to apply gamification as persuasive technology in collaborative learning scenarios. In Brazilian Symposium on Computers in Education (pp. 499-508). http://dx.doi.org/10.5753/cbie.sbie.2015.499

  57. *Challco, G. C., & Isotani, S. (2014). Towards a learning design authoring tool that generates personalized units of learning for CSCL. Proceedings of the 29th Annual ACM Symposium on Applied Computing (pp. 778-780). http://doi.org/10.1145/2554850.2555126

  58. *Challco, G. C., Moreira, D. A., Mizoguchi, R., & Isotani, S. (2014). An ontology engineering approach to gamify collaborative learning scenarios. Proceedings of the 20th International Conference on Collaboration and Technology (CRIWG). Lecture Notes in Computer Science (Vol. 8658, pp. 185-198). Springer. http://dx.doi.org/10.1007/978-3-319-10166-8_17

  59. *Challco, G. C., Moreira, D., Mizoguchi, R., & Isotani, S. (2014). Towards an Ontology for Gamifying Collaborative Learning Scenarios. Proceedings of the International Conference on Intelligent Tutoring Systems. Lecture Notes in Computer Science (Vol. 8474, pp. 404–409). Springer. http://doi.org/10.1007/978-3-319-07221-0_50

  60. *Borges, S. S., Durelli, V. H. S., *Reis, H. M., & Isotani, S. (2014). A Systematic Mapping on Gamification Applied to Education. Proceedings of the 29th Annual ACM Symposium on Applied Computing (pp. 216–222). http://doi.org/10.1145/2554850.2554956

  61. Dermeval, D., Vilela, J., Bittencourt, I. I., Castro, J., Isotani, S., & Brito, P. (2014). A Systematic Review on the Use of Ontologies in Requirements Engineering. In Brazilian Symposium on Software Engineering (pp. 1–10). http://doi.org/10.1109/sbes.2014.13

  62. Isotani, S., *Pedro, L. Z., *Reis, H. M., *Borges, S. S., *Lopes, A. M. Z., Souza, J. P. T., Brandao, L. O. (2014). Interactive Geometry Goes Mobile with GeoTouch. Proceedings of the IEEE 14th International Conference on Advanced Learning Technologies (pp. 181–185). http://doi.org/10.1109/icalt.2014.60

  63. Paiva, R. O. A., Pinto, I. I. B. S., Silva, A. P., Isotani, S., & Jaques, P. (2014). A Systematic Approach for Providing Personalized Pedagogical Recommendations Based on Educational Data Mining. Proceedings of the International Conference on Intelligent Tutoring Systems. Lecture Notes in Computer Science (Vol. 8474, pp. 362–367). Springer. http://doi.org/10.1007/978-3-319-07221-0_45

  64. Horita, F. E., Assis, L. F., Castanhari, R. E., Isotani, S., *Cruz, W. M., & de Albuquerque, J. P. (2014). A gamification-based social collaborative architecture to increase resilience against natural disasters. In Proceedings of the X Brazilian Symposium on Informaiton Systems (pp. 399-410). https://doi.org/10.5753/sbsi.2014.6131

  65. *Cruz, W. M., & Isotani, S. (2014). Group Formation Algorithms in Collaborative Learning Contexts: A Systematic Mapping of the Literature. Proceedings of the 20th International Conference on Collaboration and Technology (CRIWG). Lecture Notes in Computer Science (Vol. 8658, pp. 199-204). Springer. http://dx.doi.org/10.1007/978-3-319-10166-8_18

  66. Adams, D. M., McLaren, B. M., Mayer, R. E., Goguadze, G., & Isotani, S. (2013). Erroneous Examples as Desirable Difficulty. Proceedings of the International Conference on Artificial Intelligence in Education. Lecture Notes in Computer Science (Vol. 7926, pp.803–806). Springer. http://doi.org/10.1007/978-3-642-39112-5_117

  67. Machado, J. B., Martins, G. L., Isotani, S., & Barbosa, E. F. (2013). An ontology-based user model for personalization of educational contents. Proceedings of the 25th International Conference on Software Engineering and Knowledge Engineering (pp. 737–740).

  68. Adams, D., McLaren, B. M., Durkin, K., Mayer, R. E., Rittle-Johnson, B., Isotani, S., & Velsen, M. Van. (2012). Erroneous Examples Versus Problem Solving: Can We Improve How Middle School Students Learn Decimals? Proceedings of the 34th Annual Meeting of the Cognitive Science Society (pp. 1260–1265). http://www.cs.cmu.edu/~bmclaren/pubs/AdamsEtAl-AdaptErrExStudy-CogSci2012.pdf

  69. McLaren, B. M., Adams, D., Durkin, K., Goguadze, G., Mayer, R. E., Rittle-Johnson, B., Isotani, S., & Van Velsen, M. (2012). To err is human, to explain and correct is divine: A study of interactive erroneous examples with middle school math students. Proceedings of the 7th European Conference on Technology Enhanced Learning. Lecture Notes in Computer Science (Vol.7563, pp. 222-235). Springer. http://dx.doi.org/10.1007/978-3-642-33263-0_18

  70. *Elias, E., Miquilino, D., Bittencourt, I. I., Tenório, T., Ferreira, R., Silva, A., Isotani, S., & Jaques, P. (2012). Towards an ontology-based system to improve usability in collaborative learning environments. Proceedings of the International Conference on Intelligent Tutoring Systems. Lecture Notes in Computer Science (Vol. 7315, pp. 298–303). Springer. http://doi.org/10.1007/978-3-642-30950-2_39

  71. *Holanda, O., Bittencourt, I. I., Isotani, S., *Elias, E., & Bandeira, J. (2012). A Tool for Efficient Development of Ontology-based Applications. Proceedings of Joint Seminar on Ontology Research in Brazil (Vol. 938, pp. 120–131). CEUR-WS. http://ceur-ws.org/Vol-938/ontobras-most2012_paper10.pdf

  72. Machado, J. B., Isotani, S., Barbosa, E. F., & Blois Ribeiro, M. (2012). Towards an ontological infrastructure for content modeling and personalization. Proceedings of the 7th International Workshop on Semantic and Social Media Adaptation and Personalization (pp. 107–112). http://doi.org/10.1109/SMAP.2012.16

  73. *Reis, H. M., *Borges, S. S., Durelli, V. H., Moro, L. F. D. S., Brandao, A. A., Barbosa, E. F., Isotani, S. & Bittencourt, I. I. (2012). Towards reducing cognitive load and enhancing usability through a reduced graphical user interface for a dynamic geometry system: an experimental study. Proceedings of the IEEE International Symposium on Multimedia (pp. 445-450). http://dx.doi.org/10.1109/ISM.2012.91

  74. Goguadze, G., Sosnovsky, S., Isotani, S., & McLaren, B. M. (2011). Evaluating a bayesian student model of decimal misconceptions. Proceedings of the 4th International Conference on Educational Data Mining (pp. 301–306). http://educationaldatamining.org/EDM2011/wp-content/uploads/proc/edm2011_paper29_short_Goguadze.pdf

  75. Hayashi, Y., Isotani, S., Bourdeau, J., & Mizoguchi, R. (2011). A common model of didactic and collaborative learning for theory-aware authoring support. Proceedings of the International Conference on Artificial Intelligence in Education. Lecture Notes in Computer Science (Vol. 6738, pp.459–461). Springer. http://doi.org/10.1007/978-3-642-21869-9_69

  76. Hayashi, Y., Isotani, S., Bourdeau, J., & Mizoguchi, R. (2011). An Ontological Model to Blend Didactic Instruction and Collaborative Learning. Proceedings of the 17th International Conference on Collaboration and Technology (CRIWG). Lecture Notes in Computer Science (Vol. 6969, pp. 1–13). Springer. http://doi.org/10.1007/978-3-642-23801-7_1

  77. Isotani, S., Adams, D., Mayer, R., Durkin, K., Rittle-Johnson, B., & McLaren, B. (2011). Can Erroneous Examples Help Middle-School Students Learn Decimals? Proceedings of the 6th European Conference of Technology Enhanced Learning. Lecture Notes in Computer Science (Vol. 6964, pp. 181–195). Springer. http://doi.org/10.1007/978-3-642-23985-4_15

  78. McLaren, B. M., & Isotani, S. (2011). When is it best to learn with all worked examples? Proceedings of the International Conference on Artificial Intelligence in Education. Lecture Notes in Computer Science. (Vol. 6738, pp. 222–229). Springer. http://doi.org/10.1007/978-3-642-21869-9_30

  79. Isotani, S., McLaren, B. M., & Altman, M. (2010). Towards intelligent tutoring with erroneous examples: A taxonomy of decimal misconceptions. Proceedings of the International Conference on Intelligent Tutoring Systems. Lecture Notes in Computer Science. (Vol. 6095, pp.346–348). Springer. http://doi.org/10.1007/978-3-642-13437-1_66

  80. Isotani, S., Mizoguchi, R., Isotani, S., Capeli, O. M., Isotani, N., & de Albuquerque, A. R. (2010). An authoring tool to support the design and use of theory-based collaborative learning activities. Proceedings of the International Conference on Intelligent Tutoring Systems. Lecture Notes in Computer Science. (Vol. 6095, pp.92–102). Springer. http://dx.doi.org/10.1007/978-3-642-13437-1_10

  81. Hayashi, Y., Isotani, S., Bourdeau, J., & Mizoguchi, R. (2009). Toward a learning/instruction process model for facilitating the instructional design cycle. Proceedings of the 9th IFIP World Conference on Computers in Education. IFIP Advances in Information and Communication Technology (Vol. 302, pp. 138-147). Springer. http://doi.org/10.1007/978-3-642-03115-1_15

  82. Villasclaras-Fernández, E. D., Isotani, S., Hayashi, Y., & Mizoguchi, R. (2009). Looking Into Collaborative Learning: Design from Macro-and Micro-Script Perspectives. Proceedings of the International Conference on Artificial Intelligence in Education (pp. 231-238). http://dx.doi.org/10.3233/978-1-60750-028-5-231

  83. Isotani, S., & Mizoguchi, R. (2008). Adventures in the Boundary between Domain-Independent Ontologies and Domain Content for CSCL. Proceedings of the 12th International Conference on Knowledge-Based Intelligent Information and Engineering Systems. Lecture Notes in Computer Science (Vol. 5179, pp. 523-532). Springer. http://dx.doi.org/10.1007/978-3-540-85567-5_65

  84. Isotani, S., & Mizoguchi, R. (2008). Tying Ontologies to Domain Contents for CSCL. Proceedings of the International Conference on Intelligent Tutoring Systems. Lecture Notes in Computer Science. (Vol. 5091, pp.752–754). Springer. http://doi.org/10.1007/978-3-540-69132-7_99

  85. Isotani, S., & Mizoguchi, R. (2008). Theory-driven group formation through ontologies. Proceedings of the International Conference on Intelligent Tutoring Systems. Lecture Notes in Computer Science. (Vol. 5091, pp.646–655). Springer. http://dx.doi.org/10.1007/978-3-540-69132-7_67

  86. Isotani, S., & Mizoguchi, R. (2007). Deployment of ontologies for an effective design of collaborative learning scenarios. Proceedings of the International Conference on Collaboration and Technology (CRIWG). Lecture Notes in Computer Science (Vol. 4715, pp. 223–238). Springer. http://dx.doi.org/10.1007/978-3-540-74812-0_17

  87. Isotani, S., & Mizoguchi, R. (2006). An Integrated Framework for Fine-Grained Analysis and Design of Group Learning Activities. Proceedings of the International Conference on Computers in Education (pp. 193-200). http://dx.doi.org/10.13140/RG.2.1.4329.6166

JOURNALS (BRAZILIAN PORTUGUESE)


  1. *Reis, H. M., Alvares, D., Jaques, P. A., & Isotani, S. (2021). Customização da Regulação Emocional de acordo com a Personalidade dos Estudantes em Sistemas Tutores Inteligentes. Revista Brasileira de Informática na Educação, 29, 48-72. http://dx.doi.org/10.5753/rbie.2021.29.0.48

  2. Paiva, D. L., Challco, G. C., Isotani, S., & Bittencourt, I. I. (2021). Restrição de tempo afeta na experiência de fluxo e no ensino de literatura? Estudo experimental e análises no kahoot!. Revista Brasileira de Informática na Educação, 19(1), 268-277. http://dx.doi.org/10.22456/1679-1916.118485

  3. *Penteado, B. E., Maldonado, J. C., Isotani, S. (2020) Process model with quality control for the production of high quality linked open government data. IEEE Latin America Transactions, v. 100, p. 1-8. https://latamt.ieeer9.org/index.php/transactions/article/view/3501/703

  4. *Penteado, B. E., Bittencourt, I. I., Isotani, S. (2019) Análise exploratória sobre a abertura de dados educacionais no Brasil: como torná-los prontos para o ecossistema da Web?. Revista Brasileira de Informática na Educação (RBIE), v. 27, p. 175-195. DOI: http://dx.doi.org/10.5753/rbie.2019.27.01.175

  5. *Lyra, K. T., *Reis, R. C. D., Cruz, W. M., Isotani, S. (2019) Um framework de classificação de complexidade para infográficos. Revista Brasileira de Informática na Educação (RBIE), v. 27, p. 196-223. DOI: http://dx.doi.org/10.5753/rbie.2019.27.01.196

  6. Silva, J. N., Oliveira, A. C. M., Ladeira, L. Z., Tavares, M. F., Botega, L. C., Pereira Junior, V. A., Pereira, G. M. C., Isotani, S. (2018). Desenvolvimento de Ontologia Ciente de Qualidade de Informações para o Domínio de Gerenciamento de Emergências. Encontros Bibli (UFSC), v. 23, p. 184-200. DOI: https://doi.org/10.5007/1518-2924.2018v23n53p182

  7. Bittencourt, I. I., Isotani, S. (2018). Informática na Educação baseada em Evidências: Um Manifesto. Revista Brasileira de Informática na Educação, v. 26, p. 108-119. DOI: http://dx.doi.org/10.5753/rbie.2018.26.03.108

  8. *Reis, H. M., Jaques, P. A., Isotani, S. (2018) Sistemas Tutores Inteligentes que Detectam as Emoções dos Estudantes: um Mapeamento Sistemático. Revista Brasileira de Informática na Educação, v. 26, p. 76-107. DOI: http://dx.doi.org/10.5753/rbie.2018.26.03.76

  9. *Santos, W. O., Isotani, S. (2018) Desenvolvimento de Jogos Educativos? Desafios, Oportunidades e Direcionamentos de Pesquisa. Renote. Revista Novas Tecnologias na Educação, v. 16, p. 1-10, 2018. DOI: https://doi.org/10.22456/1679-1916.89252

  10. *Toda, A. M., Klock, A. C. T., *Santos, W. O., Gasparini, I., Bittencourt, I. I., Isotani, S. (2018). Frameworks para o Planejamento da Gamificação em Contextos Educacionais - Uma revisão da literatura nacional. Renote. Revista Novas Tecnologias na Educação, v. 16, p. 1-10. DOI: https://doi.org/10.22456/1679-1916.89240

  11. *Rocha, R. V, *Lopes, A. M., *Pedro, L. Z., Bittencourt, I. I., Isotani, S. (2017) Metodologia de Desenvolvimento de Jogos Sérios: especificação de ferramentas de apoio open source. Revista Brasileira de Informática na Educação, v. 24, p. 109-124, 2017. DOI: http://dx.doi.org/10.5753/rbie.2016.24.3.109

  12. Silva, Y. R. O., *Toda, A. M., Isotani, S., Xavier, L. P. (2017) Uso de gamificação em aulas de Bioquímica como ferramenta de engajamento e motivação no ensino superior. Revista de Ensino de Bioquímica, v. 15, p. 178-188, 2017. DOI: https://doi.org/10.16923/reb.v15i0.697

  13. *Reis, R. C. D., *Rodriguez, C. L., *Lyra, K. T., Isotani, S. (2017) Estrutura Ontológica para representar Papéis Colaborativos Afetivos em ambientes CSCL. Revista Brasileira de Informática na Educação, v. 25, p. 87-106, 2017. DOI: http://dx.doi.org/10.5753/rbie.2017.25.02.87

  14. *Rodriguez, C. L., *Reis, R. C. D., Isotani, S. (2017) Recursos e estratégias para desenvolvimento e avaliação do Pensamento Computacional na escola. Tecnologias, Sociedade E Conhecimento, v. 4, p. 59-81, 2017. https://www.nied.unicamp.br/revista/index.php/tsc/article/view/165

  15. *Toda, A. M., *Silva, A. P., Isotani, S. (2017) Desafios para o Planejamento e Implantação da Gamificação no Contexto Educacional. Renote. Revista Novas Tecnologias na Educação, v. 15, p. 1-10, 2017. DOI: https://doi.org/10.22456/1679-1916.79263

  16. *Lyra, K. K. ; Oliveira, B. ; *Reis, R. C. D. ; *Cruz, W. M. ; Nakagawa, E. Y. ; Isotani, S. (2016) Infográficos versus materiais de aprendizagem tradicionais: uma investigação empírica. RENOTE. Revista Novas Tecnologias na Educação, v. 14, p. 1-12. DOI: https://doi.org/10.22456/1679-1916.70653

  17. *Toda, A. M. ; Valle, P. ; Guessi, M. ; *Rocha, R. V. ; Maldonado, J. C. ; Isotani, S. (2016) Plataforma de Recursos Educacionais Abertos: Uma Arquitetura de Referência com Elementos de Gamificação. RENOTE. Revista Novas Tecnologias na Educação, v. 14, p. 1-10, 2016. DOI: https://doi.org/10.22456/1679-1916.70650

  18. Isotani, S.; Bittencourt, I. I., Barbosa, E. F., Dermeval, D., Paiva, R. (2015). Ontology Driven Software Engineering: A Review of Challenges and Opportunities. IEEE Latin America Transactions, 13(3), 863-869. DOI: https://doi.org/10.1109/TLA.2015.7069116

  19. *Challco, G. C., Moreira, D. A., Mizoguchi, R., Bittencourt, I. I., Isotani, S. (2015). Personalization of Gamification in Collaborative Learning Contexts using Ontologies. IEEE Latin America Transactions, 13(6), 1995-2002. DOI: https://doi.org/10.1109/TLA.2015.7164227

  20. *Reis, H. M., Isotani, S.,Brandao, L. O., *Cruz, W. M. ; Brandão, A. A. F. ; Filho, R. R. (2015) Concepção de uma Família de Gestos para Construção de Objetos Geométricos e sua Utilização em um Sistema de Geometria Interativa para Dispositivos Móveis: GeoTouch. Revista Brasileira de Informática na Educação, v. 23, p. 206-224, 2015. DOI: http://dx.doi.org/10.5753/rbie.2015.23.02.206

  21. *Reis, R. C. D., *Rodriguez, C. L., *Lyra, K. T., Jaques, P. A., Bittencourt, I. I., Isotani, S. (2015) Estado da Arte sobre Afetividade na Formação de Grupos em Ambientes Colaborativos de Aprendizagem. Revista Brasileira de Informática na Educação, v. 23, p. 113-130, 2015. http://dx.doi.org/10.5753/rbie.2015.23.03.113

  22. *Reis, H. M., *Borges, S. S., Isotani, S. (2014) Análise de Usabilidade de Sistemas de Geometria Interativa para Tablets. RENOTE. Revista Novas Tecnologias na Educação, v. 12, p. 1-10. DOI: https://doi.org/10.22456/1679-1916.50356

  23. *Lopes, A. M. Z., *Pedro, L. Z., Isotani, S. (2014) Qualidade de Softwares Educacionais baseados em Web semântica: um Mapeamento Sistemático. RENOTE. Revista Novas Tecnologias na Educação, v. 12, p. 1-10. DOI: https://doi.org/10.22456/1679-1916.50335

  24. *Reis, H. M., Oliveira, B., Isotani, S.,Gasparini, I. (2014) Investigando os aspectos culturais na formação de grupos da aprendizagem colaborativa: uma revisão da literatura. Cadernos de Informática (UFRGS), v. 8, p. 17-25. https://seer.ufrgs.br/cadernosdeinformatica/article/view/v8n3p25-29

  25. Isotani, S., Brandão, L. O. (2013) O papel do professor e do aluno frente ao uso de um software de geometria interativa: iGeom. Bolema. Boletim de Educação Matemática, v. 27, p. 165-192. http://dx.doi.org/10.1590/S0103-636X2013000100009

  26. *Borges, S. S., *Reis, H. M., Moro, L. F., Durelli, V. H. S., Isotani, S. (2013). Agrupamento Balanceado de Sujeitos a fim de Testar a Interface Gráfica de um Software de Geometria Interativa. RENOTE. Revista Novas Tecnologias na Educação, v. 11, p. 1-10. DOI: https://doi.org/10.22456/1679-1916.41689

  27. Baker, R., Isotani, S., Carvalho, A. (2011) Mineração de Dados Educacionais: oportunidades para o Brasil. Revista Brasileira de Informática na Educação, v. 19, p. 3-13. DOI: http://dx.doi.org/10.5753/RBIE.2011.19.02.03

  28. Isotani, S., McLaren, B. (2011) Desenvolvimento e Avaliação de Material Web para o Ensino de Decimais Utilizando Exemplos Incorretos. RENOTE. Revista Novas Tecnologias na Educação, v. 9, p. 1-11. DOI: https://doi.org/10.22456/1679-1916.21929

  29. Isotani, S., Bittencourt, I. I., Mizoguchi, R., Costa, E. (2009) Estado da Arte em Web Semântica e Web 2.0: Potencialidades e Tendências da Nova Geração de Ambientes de Ensino na Internet. Revista Brasileira de Informática na Educação, v. 17, p. 30-42. http://dx.doi.org/10.5753/rbie.2009.17.01.30

  30. Isotani, S., Mizoguchi, R. (2007) Planejamento e Análise de Sessões Collaborativas Utilizando Teorias de Aprendizagem e Ontologias. Revista Brasileira de Informática na Educação, v. 15,n.2, p. 45-56. https://www.br-ie.org/pub/index.php/rbie/article/view/66

  31. Brandão, L. O., Isotani, S., Moura, J. G. (2006) Imergindo a Geometria Dinâmica em Sistemas de Educação a Distância: iGeom e SAW. Revista Brasileira de Informática na Educação, v. 14,n.1, p. 41-49. https://www.br-ie.org/pub/index.php/rbie/article/view/38

REFEREED CONFERENCE PAPERS (BRAZILIAN PORTUGUESE)


  1. Pessoa, M., Melo, R., Haydar, G., de Oliveira, D. B., Carvalho, L. S., de Oliveira, E. H., Conte, T., Pereira, F. D., *Rodrigues, L., & Isotani, S. (2021). Uma análise dos tipos de jogadores em uma plataforma de gamificação incorporada a um sistema juiz on-line. In Simpósio Brasileiro de Informática na Educação (pp. 474-486). https://sol.sbc.org.br/index.php/sbie/article/view/18080/17914

  2. *Tenório, T., Isotani, S., Bittencourt, I. I. (2020) Inteligência Coletiva como ferramenta de apoio na construção de Loops Internos em Sistemas Tutores Inteligentes. In Simpósio Brasileiro de Informática na Educação (pp. 1233-1242). https://doi.org/10.5753/cbie.sbie.2020.1233

  3. *Penteado, B., Bittencourt, I. I., & Isotani, S. (2019). Metaprocesso para transformação de dados educacionais em dados conectados. In Simpósio Brasileiro de Informática na Educação (pp. 1601-1610). http://dx.doi.org/10.5753/cbie.sbie.2019.1601

  4. *Penteado, B., Bittencourt, I. I., & Isotani, S. (2019). Modelo de referência para dados abertos educacionais em nível macro. In Simpósio Brasileiro de Informática na Educação (pp. 1808-1817). http://dx.doi.org/10.5753/cbie.sbie.2019.1808

  5. *Reis, R., *Rodrigues, L., Munhoz, P. L. A., *Lyra, K., & Isotani, S. (2019). Uso do Arduino para Ensino de Conceitos Intermediários de Programação. In Anais dos Workshops do Congresso Brasileiro de Informática na Educação (pp. 198-207). http://dx.doi.org/10.5753/cbie.wcbie.2019.198

  6. *Reis, R., *Lyra, K., *Reis, C., & Isotani, S. (2018). Relato de Experiência sobre o uso da Computação Desplugada associada a uma Teoria de Aprendizagem Colaborativa. In Anais do Workshop de Informática na Escola (pp. 166-175) http://dx.doi.org/10.5753/cbie.wie.2018.166

  7. *Reis, R., *Lyra, K., *Reis, C., & Isotani, S. (2018). Relato de Experiência sobre o uso da Computação Desplugada associada a uma Teoria de Aprendizagem Colaborativa. In Anais do Workshop de Informática na Escola (pp. 166 - 175). http://dx.doi.org/10.5753/cbie.wie.2018.166

  8. *Reis, H., Kassa, R., Jaques, P., & Isotani, S. (2018). Regulação emocional em ambientes educacionais: um mapeamento sistemático. In Simpósio Brasileiro de Informática na Educação (pp. 903-912). http://dx.doi.org/10.5753/cbie.sbie.2018.903

  9. Pereira, L. T., *Palomino, P. T., Toledo, C. F. M., & Isotani, S. (2018) A abordagem construtivista no desenvolvimento de um? serious game? do gênero escape room. In Simpósio Brasileiro de Games e Entretenimento Digital (pp. 1011-1018). https://www.sbgames.org/sbgames2018/files/papers/EducacaoFull/186874.pdf

  10. *Penteado, B., Bittencourt, I. I., & Isotani, S. (2017). Dados abertos educacionais no Brasil e sua preparação para os dados abertos na web. In Simpósio Brasileiro de Informática na Educação (pp. 526-535). http://dx.doi.org/10.5753/cbie.sbie.2017.526

  11. Morais, F., da Silva, J., *Reis, H., Isotani, S., & Jaques, P. (2017). Computação Afetiva aplicada à Educação: uma revisão sistemática das pesquisas publicadas no Brasil. In Simpósio Brasileiro de Informática na Educação (pp. 163-172). http://dx.doi.org/10.5753/cbie.sbie.2017.163

  12. *Reis, R., *Rodriguez, C., *Lyra, K., Isotani, S., Stamato, É., & Gotardo, R. (2016). Experiência de uso de jogos educacionais digitais individuais em contextos de colaboraçao. In Anais do Workshop de Informática na Escola (pp. 485-494). http://dx.doi.org/10.5753/cbie.wie.2016.485

  13. *Reis, R., *Rodriguez, C., *Lyra, K., & Isotani, S. (2016). Investigando o Impacto da Característica de Impulsividade na Aprendizagem Colaborativa com Suporte Computacional. In Simpósio Brasileiro de Informática na Educação (pp. 1235-1244). http://dx.doi.org/10.5753/cbie.sbie.2016.1235

  14. *Toda, A., Rafael, Y., *Cruz, W., Xavier, L., & Isotani, S. (2016). Um processo de Gamificação para o ensino superior: Experiências em um módulo de Bioquímica. In Anais do Workshop de Informática na Escola (pp. 495-504). http://dx.doi.org/10.5753/cbie.wie.2016.495

  15. *Andrade, F., *Marques, L., Bittencourt, I. I., & Isotani, S. (2016). QPJ-BR: questionário para identificação de perfis de jogadores para o português-brasileiro. In Simpósio Brasileiro de Informática na Educação-SBIE (pp. 637-646). http://dx.doi.org/10.5753/cbie.sbie.2016.637

  16. *Pedro, L., & Isotani, S. (2016). Explorando o Impacto da Gamificação na Redução do Gaming the System em um Ambiente Virtual de Aprendizagem. In Anais dos Workshops do Congresso Brasileiro de Informática na Educação (pp. 81-90). http://dx.doi.org/10.5753/cbie.wcbie.2016.81

  17. *Reis, R., *Rodriguez, C., *Challco, G., Jaques, P., Bittencourt, I. I., & Isotani, S. (2015). Relação entre os Estados Afetivos e as Teorias de Aprendizagem na Formação de Grupos em Ambientes CSCL. In Simpósio Brasileiro de Informática na Educação (pp. 1012-1021). http://dx.doi.org/10.5753/cbie.sbie.2015.1012

  18. *Rodriguez, C., *Lopes, A. M., *Marques, L., & Isotani, S. (2015, October). Pensamento Computacional: transformando ideias em jogos digitais usando o Scratch. In Anais do Workshop de Informática na Escola (pp. 62-71). http://dx.doi.org/10.5753/cbie.wie.2015.62

  19. *Rocha, R. V., Bittencourt, I. I., & Isotani, S. (2015). Análise, Projeto, Desenvolvimento e Avaliação de Jogos Sérios e Afins: uma revisão de desafios e oportunidades. In Simpósio Brasileiro de Informática na Educação (pp. 692-701). http://dx.doi.org/10.5753/cbie.sbie.2015.692

  20. *Rocha, R. V., Bittencourt, I. I., & Isotani, S. (2015). Avaliação de Jogos Sérios: questionário para autoavaliação e avaliação da reação do aprendiz. In Anais do Simpósio Brasileiro de Jogos e Entreterimento Digital (pp. 648-657). http://www.sbgames.org/sbgames2015/anaispdf/artesedesign-full/147637.pdf

  21. Antunes, R., Alves, B., *Cruz, W., Isotani, S., Carriço, L., & Guerreiro, T. (2015). A terapia de reminiscência em Portugal: oportunidades para ferramentas de suporte digital. INFORum-Simpósio de Informática. (pp. 1-10). http://www.di.ciencias.ulisboa.pt/~tjvg/amc/alzheimer/inforum.pdf

  22. Klock, A. C. T., Gasparini, I., Kemczinski, A., Hounsell, M., & Isotani, S. (2015). One man's trash is another man's treasure: um mapeamento sistemático sobre as características individuais na gamificação de ambientes virtuais de aprendizagem. In Simpósio Brasileiro de Informática na Educação (pp. 539-548). http://dx.doi.org/10.5753/cbie.sbie.2015.539

  23. *Rocha, D. F., Bittencourt, I. I., Dermeval, D., & Isotani, S. (2014). Uma revisão sistemática sobre a educação do surdo em ambientes virtuais educacionais. In Simpósio Brasileiro de Informática na Educação (pp. 1263-1272).

  24. *Reis, H. M., *Borges, S. S., Griffiths, P. A., Moro, L. F., & Isotani, S. (2013). Interação em Interfaces de Softwares de Geometria Interativa: Um Mapeamento Sistemático. In Simpósio Brasileiro de Informática na Educação. (pp. 255-264). http://dx.doi.org/10.5753/CBIE.SBIE.2013.255

  25. *Borges, S. D. S., *Reis, H. M., Durelli, V. H., Bittencourt, I. I., Jaques, P. A., & Isotani, S. (2013). Gamificação aplicada à educação: um mapeamento sistemático. In Simpósio Brasileiro de Informática na Educação. (pp. 234-243). http://dx.doi.org/10.5753/CBIE.SBIE.2013.234

  26. *Pedro, L. Z., *Borges, S. S., *Lopes, A. M., Souza, J. P., Brandão, A. A., Brandão, L. O., & Isotani, S. (2012). Projeto e desenvolvimento de um aplicativo de geometria interativa para dispositivos móveis. In Simpósio Brasileiro de Informática na Educação (pp. 1-10). https://www.br-ie.org/pub/index.php/sbie/article/view/1760

  27. Seffrin, H., Rubi, G., Ghilardi, C., Morais, F., Jaques, P., Isotani, S., & Bittencourt, I. I. (2012). Dicas inteligentes no sistema tutor inteligente pat2math. In Simpósio Brasileiro de Informática na Educação (pp. 1-10). https://www.br-ie.org/pub/index.php/sbie/article/view/1712

  28. Isotani, S., Isotani, N., & Isotani, S. (2008). Ontologias e Web Semântica no Suporte ao Ensino Colaborativo em Salas de Aula Presenciais. In Simpósio Brasileiro de Informática na Educação (pp. 521-531). https://www.br-ie.org/pub/index.php/sbie/article/view/741

  29. Isotani, S., Mizoguchi, R., Bittencourt, I. I., & Costa, E. (2008). Web 3.0-Os Rumos da Web Semântica e da Web 2.0 nos Ambientes Educacionais. In Simpósio Brasileiro de Informática na Educação. (pp. 785-795). https://www.br-ie.org/pub/index.php/sbie/article/view/767

  30. Isotani, S., & Mizoguchi, R. (2006). A relação entre processos de interação e o desenvolvimento do aluno em sessões colaborativas. In Anais do Workshop de Informática na Escola (pp. 15-23).

  31. Isotani, S., de Oliveira Brandao, L., & Moura, J. G. (2005). Utilizando a Geometria Dinâmica em Ambientes de Educação à Distância: iGeom e SAW. In Anais do Workshop de Informática na Escola (pp. 2486-2494).

  32. Isotani, S., Brandão, L. O (2004). Automatizando o processo de geração e correção de exercícios no iGeom. In Simpósio Brasileiro de Informatica na Educação (pp. 328-337).

Seiji Isotani