*Santos, A. C. G., Oliveira, W., Vassileva, J., Hamari, J., & Isotani, S. (2025). The Relationship Between Gamification User Types, Demographic Factors, and Gaming Habits. International Journal of Human–Computer Interaction. Advance online publication. https://doi.org/10.1080/10447318.2024.2446498
Martins F., Cezarino, L. O., Challco, G. C., Liboni, L., Dermeval, D., Bittencourt, I., Paiva, R., Silva, A., Marques, L., Isotani, S., Bittencourt, I. I. (2025) The Role of Hybrid Learning in Achieving the Sustainable Development Goals. Sustainable Development, 1-18. https://doi.org/10.1002/sd.3374
*Ferreira, A., Lima, D. A., Oliveira, W., Bittencourt, I. I., Dermeval, D., Reimers, F., & Isotani, S. (2024). Exploring Brazilian Teachers’ Perceptions and a priori Needs to Design Smart Classrooms. International Journal of Artificial Intelligence in Education, 1-52. https://doi.org/10.1007/s40593-024-00410-4
Rodrigues, L., Guerino, G., Silva, T. E., Challco, G. C., Oliveira, L., da Penha, R. S., ... & Isotani, S. (2024). MathAIde: A Qualitative Study of Teachers’ Perceptions of an ITS Unplugged for Underserved Regions. International Journal of Artificial Intelligence in Education, 1-29. https://doi.org/10.1007/s40593-024-00397-y
Queiroga, E. M., Siqueira, E. S., dos Santos Portela, C., Cordeiro, T. D., Bittencourt, I. I., Isotani, S., ... & Cechinel, C. (2024). Data-Driven Strategies for Achieving School Equity: Insights from Brazil and Policy Recommendations. IEEE Access, 12, 101646-101659. https://doi.org/10.1109/ACCESS.2024.3422822
*Silva, L., Toda, A., Challco, G., Elias, N., Bittencourt, I., & Isotani, S. (2024). Effects of a collaborative gamification on learning and engagement of children with Autism. Universal Access in the Information Society, 1-22. https://doi.org/10.1007/s10209-024-01119-w
Silva, L. C., Sobrinho, Á., Cordeiro, T., da Silva, A. P., Dermeval, D., Marques, L. B., ... & Isotani, S. (2024). Assessing students’ handwritten text productions: A two-decades literature review. Expert Systems with Applications, 123780, 1-16. https://doi.org/10.1016/j.eswa.2024.123780
Bittencourt, I.I., Challco, G., *Santos, J., Fernandes, S., Silva, J., Batista, N., Hutz, C. & Isotani, S. (2023). Positive Artificial Intelligence in Education (P-AIED): A Roadmap. International Journal of Artificial Intelligence in Education, 1-61. https://doi.org/10.1007/s40593-023-00357-y
Ferreira, F. D., *Rodrigues, L., Henklain, M. H. O., Freitas, H., Oliveira, D. F., Cristea, A. I., Carvalho, L., Isotani, S., Benedict, A., Dorodchi, M., & Oliveira, E. H. T. (2023). Toward Human-AI Collaboration: A recommender System to Support CS1 Assignments and Exams. IEEE Transactions on Learning Technologies 16(3), 457-472. http://dx.doi.org/10.1109/TLT.2022.3224121
*Oliveira, W., Hamari, J., & Isotani, S. (2023). The Relationship between Users’ Behavior and Their Flow Experience in Gamified Systems. Proceedings of the ACM on Human-Computer Interaction, 7, 319-341. https://doi.org/10.1145/3611032
*Santos, A. C. G., *Oliveira, W., Hamari, J., Joaquim, S., & Isotani, S. (2023). The Consistency of Gamification User Types: A Study on the Change of Preferences over Time. Proceedings of the ACM on Human-Computer Interaction, 7, 1253-1281. https://doi.org/10.1145/3611068
Vasconcelos, A. N., Freires L. A., Loureto, G. D. L., Fortes, G., Costa, J. C. A., Torres, L. F. F., Bittencourt, I. I., Cordeiro, T. D., & Isotani, S. (2023). Advancing school dropout early warning systems: the IAFREE relational model for identifying at-risk students. Frontiers in Psychology 14(1189283), 1-17. https://doi.org/10.3389/fpsyg.2023.1189283
*Palomino, P. T., *Rodrigues, L., Luz, A., *Toda, A., A. M., Nacke, L., & Isotani, S. Predicting user types with symbolic images: An empirical validation based on two card-sorting studies. (2023). Entertainment Computing 47, 100596-. https://doi.org/10.1016/j.entcom.2023.100596
Ferreira da Rocha, F. D., Lemos, B., Henrique de Brito, P., Santos, R., *Rodrigues, L., Isotani, S., Demerval, D. (2023). Gamification and open learner model: An experimental study on the effects on self-regulatory learning characteristics. Education and Information Technologies, 1-22. https://doi.org/10.1007/s10639-023-11906-2
Silva, L. C., Sobrinho, Á. A. C. C., Cordeiro, T. D., Melo, R. F., Bittencourt, I. I., Marques, L. B., Matos, D. D. M. C., Silva, A. P., Isotani, S. (2023). Applications of convolutional neural networks in education: A systematic literature review. Expert System with Applications 231(30), 120621-. https://doi.org/10.1016/j.eswa.2023.120621
Rabelo, A., Rodrigues, M. W., Nobre, C., Isotani, S., & Zárate, L. (2023). Educational data mining and learning analytics: a review of educational management in e-learning. Information Discovery and Delivery, 1-15. https://doi.org/10.1108/IDD-10-2022-0099
Sobrinho, Á., Bittencourt, I. I., Silveira, A. C. M., Silva, A. P., Dermeval, D., Marques, L. B., Rodrigues, N. C. I., Souza, A. C. S., Ferreira, R., & Isotani, S. (2023). Towards Digital Transformation of the Validation and Triage Process of Textbooks in the Brazilian Educational Policy. Sustainability 15(7), 1-28. https://doi.org/10.3390/su15075861
*Rodrigues, L., *Palomino, P.T., *Toda, A.M., Klock, A. C. T., Pessoa, M., Pereira, F. D., Oliveira, E. H. T., Oliveira, D. F., Cristea, A. I., Gasparini, I., & Isotani, S. (2023). How Personalization Affects Motivation in Gamified Review Assessments. International Journal of Artificial Intelligence in Education, 1-38. https://doi.org/10.1007/s40593-022-00326-x
*Palomino, P. T., *Toda, A. M., *Rodrigues, L. A., *Oliveira, W., Nacke, L., & Isotani, S. (2023). An ontology for modelling user’profiles and activities in gamified education. Research and Practice in Technology Enhanced Learning, 18, 1-35. https://rptel.apsce.net/index.php/RPTEL/article/view/2023-18018
Rodrigues, L., Pereira, F. D., Marinho, M., Macario, V., Bittencourt, I. I., Isotani, S., Demerval, Diego & Mello, R. (2023). Mathematics intelligent tutoring systems with handwritten input: a scoping review. Education and Information Technologies, 1-27. https://doi.org/10.1007/s10639-023-12245-y
*Santos, A. C. G., Muramatsu, P. K., *Oliveira, W., Joaquim, S., Hamari, J., & Isotani, S. (2023). Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers. Scientific Reports, 13(1), 1-9. https://doi.org/10.1038/s41598-023-45544-y
*Oliveira, W., Hamari, J., Ferreira, W., Pastushenko, O., *Toda, A., *Palomino, P. T., & Isotani, S. (2023) Uncovering associations between users' behaviour and their flow experience, Behaviour & Information Technology, https://doi.org/10.1080/0144929X.2023.2276822
*Santos, J., Bittencourt, I., Reis, M., Chalco, G., & Isotani, S. (2022). Two billion registered students affected by stereotyped educational environments: an analysis of gender-based color bias. Humanities and Social Sciences Communications, 9(1), 1-16. https://doi.org/10.1057/s41599-022-01220-6
*Rodrigues, L. A. L., Pereira, F. D., *Toda, A. M., *Palomino, P. T., Pessoa, M. S. P., Carvalho, L. S. G., Fernandes, D., Oliveira, E. H. T., Cristea, A. I., & Isotani, S. (2022). Gamification suffers from the novelty effect but benefits from the familiarization effect: findings from a longitudinal study. International Journal of Educational Technology in Higher Education, 19, 1-25. https://doi.org/10.1186/s41239-021-00314-6
*Oliveira, W., Hamari, J., Ferreira, W., *Toda, A. M., *Palomino, P. T., Vassileva, J., & Isotani, S. (2022). The effects of gender stereotype-based interfaces on users’ flow experience and performance. Journal of Computers in Education, 1-26. https://doi.org/10.1007/s40692-022-00249-5
Jogo, D. A., Challco, G. C., Pinto, I. I. B. S., Reis, M., Silva, L. R., & Isotani, S. (2022). Investigating how gamified syllabic literacy impacts learning, flow and inappropriate behaviors: a single-subject study design. International Journal of Child-Computer Interaction, 33, 1-14. https://doi.org/10.1016/j.ijcci.2022.100458
*Santos, J., Andrade, E., Benevides, K., Silva, K., Nascimento, J., Bittencourt, I., Pereira, M., Fernandes, S., & Isotani, S. (2022). Does gender stereotype threat affects the levels of aggressiveness, learning and flow in gamified learning environments?: An experimental study. Education and information technologies, 28, 1-26. https://doi.org/10.1007/s10639-022-11220-3
*Rodrigues, L. A. L., *Toda, A. M., *Santos, W. O. dos, *Palomino, P. T., Vassileva, J., & Isotani, S. (2022). Automating gamification personalization to the user and beyond. IEEE Transactions on Learning Technologies, 15( 2), 199-212. https://doi.org/10.1109/TLT.2022.3162409
*Oliveira, W., Hamari, J., Shi, L., *Toda, A. M., *Rodrigues, L., *Palomino, P. T., & Isotani, S. (2022). Tailored gamification in education: A literature review and future agenda. Education and Information Technologies, 28, 1-34. https://doi.org/10.1007/s10639-022-11122-4
*Rodrigues, L. A. L., Pereira, F. D., *Toda, A. M., *Palomino, P. T., *Santos, W. O. dos, Pessoa, M. S. P., Carvalho, L. S., Oliveira, D. B., Oliveira, E.H. T., Cristea, A. I., & Isotani, S. (2022). Are they learning or playing?: moderator conditions of gamification's success in programming classrooms. ACM Transactions on Computing Education, 22( 3), 1-27. https://doi.org/10.1145/3485732
*Penteado, B. E., Maldonado, J. C., & Isotani, S. (2022). Methodologies for publishing linked open government data on the Web: a systematic mapping and a unified process model. Semantic Web, 13, 1-26. https://doi.org/10.3233/SW-222896
*Oliveira, W., *Hamari, J., Joaquim, S., *Toda, A. M., *Palomino, J. V., & Isotani, S. (2022). The effects of personalized gamification on students’ flow experience, motivation, and enjoyment. Smart Learning Environments, 9(16), 1-26. https://doi.org/10.1186/s40561-022-00194-x
*Santos, A. C. G., *Oliveira, W., Altmeyer, M., Hamari, J., & Isotani, S. (2022). Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese. Scientific Reports, 12(4920), 1-11. https://doi.org/10.1038/s41598-022-08820-x
*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
*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
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
*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
*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
*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
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, 51, 955-972. http://dx.doi.org/10.1111/bjet.12953
*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, 28, 1-11. DOI: https://doi.org/10.1080/10494820.2020.1780267
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, 2, 1-15. https://doi.org/10.3389/frai.2019.00013
*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, 6, 1-14. https://doi.org/10.1186/s40561-019-0106-1
*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, 22, 47-60. https://drive.google.com/file/d/1rGqyPLHyv5NqctFxFwc5i4hIq9OyhfMJ/view
*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, 50, 1-10, 2019. https://doi.org/10.1016/j.ijinfomgt.2018.10.001
*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, 120, 29-50. https://doi.org/10.1016/j.compedu.2018.01.015
*Rodrigues, Marcos Wander, Zárate, Luiz Enrique, Isotani, S. (2018). Educational Data Mining: A review of evaluation process in the e-learning. Telematics and Informatics, 35, 1701-1717. https://doi.org/10.1016/j.tele.2018.04.015
*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, 27, 513-525. http://dx.doi.org/10.1044/2018_AJA-IMIA3-18-0020
*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, 62, 234-251. https://doi.org/10.1016/j.engappai.2017.04.010
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, 25, 1-17. https://doi.org/10.1080/10494820.2017.1325377
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, 12, 27-48. https://doi.org/10.1504/IJKL.2017.088181
*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. http://www.ifets.info/journals/19_2/16.pdf
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. http://doi.org/10.1016/j.chb.2016.06.049
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. http://doi.org/10.1016/j.chb.2016.06.020
*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, 28, 145-163. http://www.mifav.uniroma2.it/inevent/events/idea2010/doc/28_7.pdf
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. http://doi.org/10.1016/j.chb.2016.07.048
*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, 54, 124-133. http://doi.org/10.1016/j.chb.2015.07.064
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. http://doi.org/10.1007/s10209-015-0422-3.
Souza, D. M., Isotani, S., Barbosa, E. F. (2015). Teaching novice programmers using ProgTest. International Journal of Knowledge and Learning, 10(1), 60–77. http://doi.org/10.1504/IJKL.2015.071054
*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. http://doi.org/10.1016/j.eswa.2013.12.016
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, 36, 401-411. http://doi.org/10.1016/j.chb.2014.03.053
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, 63, 267-284. http://dx.doi.org/10.1016/j.compedu.2012.12.009
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. http://doi.org/10.1016/j.eswa.2013.04.004
*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
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. http://dx.doi.org/10.1016/j.compedu.2009.09.010
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. http://dx.doi.org/10.1007/s11412-009-9072-x
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. http://dx.doi.org/10.1016/j.compedu.2007.12.004