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Author
Seiji Isotani
also known as Isotani Seiji, Isotani, Seiji, Isotani, Seiji
Association for Computing Machinery · Harvard University · University of Lisbon · Universidade Federal de Viçosa
About this author
Works
436
Cited by
6,814
h-index
41
i10
134
ORCID ↗
Top papers
A systematic mapping on gamification applied to education
Simone S. Borges, Vinícius H. S. Durelli, Helena Macedo Reis, et al.
·
2014
↗ 425
Tailored gamification in education: A literature review and future agenda
Wilk Oliveira, Juho Hamari, Lei Shi, et al.
·
2022
·
Education and Information Technologies
↗ 299
OA
The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education
Armando M. Toda, Pedro Henrique Dias Valle, Seiji Isotani
·
2018
·
Communications in computer and information science
↗ 284
Applications of ontologies in requirements engineering: a systematic review of the literature
Diego Dermeval, Jéssyka Vilela, Ig Ibert Bittencourt, et al.
·
2015
·
Requirements Engineering
↗ 201
OA
Educational Data Mining: A review of evaluation process in the e-learning
Marcos W. Rodrigues, Seiji Isotani, Luis E. Zárate
·
2018
·
Telematics and Informatics
↗ 187
OA
Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study
Luiz Rodrigues, Filipe Dwan Pereira, Armando M. Toda, et al.
·
2022
·
International Journal of Educational Technology in Higher Education
↗ 135
OA
Using erroneous examples to improve mathematics learning with a web-based tutoring system
Deanne Adams, Bruce M. McLaren, Kelley Durkin, et al.
·
2014
·
Computers in Human Behavior
↗ 133
OA
A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation
Armando M. Toda, Alexandra I. Cristea, Wilk Oliveira, et al.
·
2019
↗ 133
OA
The Bright and Dark Sides of Gamification
Fernando R. H. Andrade, Riichiro Mizoguchi, Seiji Isotani
·
2016
·
Lecture notes in computer science
↗ 131
An approach for planning and deploying gamification concepts with social networks within educational contexts
Armando M. Toda, Ricardo Melo Casseb do Carmo, Alan Pedro da Silva, et al.
·
2018
·
International Journal of Information Management
↗ 122
OA
The effects of personalized gamification on students’ flow experience, motivation, and enjoyment
Wilk Oliveira, Juho Hamari, Sivaldo Joaquim, et al.
·
2022
·
Smart Learning Environments
↗ 118
OA
Mineração de Dados Educacionais: Oportunidades para o Brasil
Ryan S. Baker, Seiji Isotani, Adriana M. J. B. de Carvalho
·
2011
·
Revista Brasileira de Informática na Educação
↗ 111
OA
Books
Artificial Intelligence in Education
2018
·
Springer
Gamification Design for Educational Contexts
2023
·
Springer International Publishing AG