Seiji Isotani

HC
h-index37
9papers
425citations
Novelty28%
AI Score38

9 Papers

CYFeb 24
Can AI be a Teaching Partner? Evaluating ChatGPT, Gemini, and DeepSeek across Three Teaching Strategies

Talita de Paula Cypriano de Souza, Shruti Mehta, Matheus Arataque Uema et al.

There are growing promises that Large Language Models (LLMs) can support students' learning by providing explanations, feedback, and guidance. However, despite their rapid adoption and widespread attention, there is still limited empirical evidence regarding the pedagogical skills of LLMs. This article presents a comparative study of popular LLMs, namely, ChatGPT, DeepSeek, and Gemini, acting as teaching agents. An evaluation protocol was developed, focusing on three pedagogical strategies: Examples, Explanations and Analogies, and the Socratic Method. Six human judges conducted the evaluations in the context of teaching the C programming language to beginners. The results indicate that LLM models exhibited similar interaction patterns in the pedagogical strategies of Examples and Explanations and Analogies. In contrast, for the Socratic Method, the models showed greater sensitivity to the pedagogical strategy and the initial prompt. Overall, ChatGPT and Gemini received higher scores, whereas DeepSeek obtained lower scores across the criteria, indicating differences in pedagogical performance across models.

HCJul 31, 2025
A Mixed User-Centered Approach to Enable Augmented Intelligence in Intelligent Tutoring Systems: The Case of MathAIde app

Guilherme Guerino, Luiz Rodrigues, Luana Bianchini et al.

This study explores the integration of Augmented Intelligence (AuI) in Intelligent Tutoring Systems (ITS) to address challenges in Artificial Intelligence in Education (AIED), including teacher involvement, AI reliability, and resource accessibility. We present MathAIde, an ITS that uses computer vision and AI to correct mathematics exercises from student work photos and provide feedback. The system was designed through a collaborative process involving brainstorming with teachers, high-fidelity prototyping, A/B testing, and a real-world case study. Findings emphasize the importance of a teacher-centered, user-driven approach, where AI suggests remediation alternatives while teachers retain decision-making. Results highlight efficiency, usability, and adoption potential in classroom contexts, particularly in resource-limited environments. The study contributes practical insights into designing ITSs that balanceuser needs and technological feasibility, while advancing AIED research by demonstrating the effectiveness of a mixed-methods, user-centered approach to implementing AuI in educational technologies.

HCJun 18, 2021
Do people's user types change over time? An exploratory study

Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari et al.

In recent years, different studies have proposed and validated user models (e.g., Bartle, BrainHex, and Hexad) to represent the different user profiles in games and gamified settings. However, the results of applying these user models in practice (e.g., to personalize gamified systems) are still contradictory. One of the hypotheses for these results is that the user types can change over time (i.e., user types are dynamic). To start to understand whether user types can change over time, we conducted an exploratory study analyzing data from 74 participants to identify if their user type (Achiever, Philanthropist, Socialiser, Free Spirit, Player, and Disruptor) had changed over time (six months). The results indicate that there is a change in the dominant user type of the participants, as well as the average scores in the Hexad sub-scales. These results imply that all the scores should be considered when defining the Hexad's user type and that the user types are dynamic. Our results contribute with practical implications, indicating that the personalization currently made (generally static) may be insufficient to improve the users' experience, requiring user types to be analyzed continuously and personalization to be done dynamically.

HCJun 18, 2021
Does gamification affect flow experience? A systematic literature review

Wilk Oliveira, Olena Pastushenko, Luiz Rodrigues et al.

In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this field, it is difficult to get the state-of-the-art of this research domain. To address this problem, we conducted a systematic literature review to identify i) which gamification design methods have been used in the studies about gamification and Flow Theory, ii) which gamification elements have been used in these studies, iii) which methods have been used to evaluate the users' flow experience in gamified settings, and iv) how gamification affects users' flow experience. The main results show that there is growing interest to this field, as the number of publications is increasing. The most significant interest is in the area of gamification in education. However, there is no unanimity regarding the preferred method of the study or the effects of gamification on users' experience. Our results highlight the importance of conducting new experimental studies investigating how gamification affects the users' flow experience in different gamified settings, applications and domains.

HCJan 14, 2021
Automating Gamification Personalization: To the User and Beyond

Luiz Rodrigues, Armando M. Toda, Wilk Oliveira et al.

Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity to be done and geographic location), which leads to several occasions to tailor. Consequently, tools for automating gamification personalization are needed. The problems that emerge are that which of those characteristics are relevant and how to do such tailoring are open questions, and that the required automating tools are lacking. We tackled these problems in two steps. First, we conducted an exploratory study, collecting participants' opinions on the game elements they consider the most useful for different learning activity types (LAT) via survey. Then, we modeled opinions through conditional decision trees to address the aforementioned tailoring process. Second, as a product from the first step, we implemented a recommender system that suggests personalized gamification designs (which game elements to use), addressing the problem of automating gamification personalization. Our findings i) present empirical evidence that LAT, geographic locations, and other user characteristics affect users' preferences, ii) enable defining gamification designs tailored to user and contextual features simultaneously, and iii) provide technological aid for those interested in designing personalized gamification. The main implications are that demographics, game-related characteristics, geographic location, and LAT to be done, as well as the interaction between different kinds of information (user and contextual characteristics), should be considered in defining gamification designs and that personalizing gamification designs can be improved with aid from our recommender system.

HCAug 12, 2020
Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study

Armando Toda, Paula Palomino, Luiz Rodrigues et al.

Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The exploratory study presented in this paper thus aims at verifying how data-driven gamified strategies are perceived by the students, i.e., the users of e-learning environments. In this study, we conducted a survey presenting 25 predefined strategies, based on a previous study, to students and analysed each strategys perceived relevance, instanced in an e-learning environment. Our results show that students perceive Acknowledgement, Objective and Progression as important elements in a gamified e-learning environment. We also provide new insights about existing elements and design recommendations for domain specialists.

HCAug 12, 2020
Analysing gamification elements in educational environments using an existing Gamification taxonomy

Armando M. Toda, Ana C. T. Klock, Wilk Oliveira et al.

Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of gamified strategies. This paper analysed the game elements employed in gamified learning environments through a previously proposed and evaluated taxonomy while detailing and expanding this taxonomy. In the current paper, we describe our taxonomy in-depth as well as expand it. Our new structured results demonstrate an extension of the proposed taxonomy which results from this process, is divided into five dimensions, related to the learner and the learning environment. Our main contribution is the detailed taxonomy that can be used to design and evaluate gamification design in learning environments.

APMar 28, 2018
Analysis of permanence time in emotional states: A case study using educational software

Helena Reis, Danilo Alvares, Patricia Jaques et al.

This article presents the results of an experiment in which we investigated how prior algebra knowledge and personality can influence the permanence time from the confusion state to frustration/boredom state in a computer learning environment. Our experimental results indicate that people with a neurotic personality and a low level of algebra knowledge can deal with confusion for less time and can easily feel frustrated/bored when there is no intervention. Our analysis also suggest that people with an extroversion personality and a low level of algebra knowledge are able to control confusion for longer, leading to later interventions. These findings support that it is possible to detect emotions in a less invasive way and without the need of physiological sensors or complex algorithms. Furthermore, obtained median times can be incorporated into computational regulation models (e.g. adaptive interfaces) to regulate students' emotion during the teaching-learning process.

AIDec 10, 2016
FOCA: A Methodology for Ontology Evaluation

Judson Bandeira, Ig Ibert Bittencourt, Patricia Espinheira et al.

Modeling an ontology is a hard and time-consuming task. Although methodologies are useful for ontologists to create good ontologies, they do not help with the task of evaluating the quality of the ontology to be reused. For these reasons, it is imperative to evaluate the quality of the ontology after constructing it or before reusing it. Few studies usually present only a set of criteria and questions, but no guidelines to evaluate the ontology. The effort to evaluate an ontology is very high as there is a huge dependence on the evaluator's expertise to understand the criteria and questions in depth. Moreover, the evaluation is still very subjective. This study presents a novel methodology for ontology evaluation, taking into account three fundamental principles: i) it is based on the Goal, Question, Metric approach for empirical evaluation; ii) the goals of the methodologies are based on the roles of knowledge representations combined with specific evaluation criteria; iii) each ontology is evaluated according to the type of ontology. The methodology was empirically evaluated using different ontologists and ontologies of the same domain. The main contributions of this study are: i) defining a step-by-step approach to evaluate the quality of an ontology; ii) proposing an evaluation based on the roles of knowledge representations; iii) the explicit difference of the evaluation according to the type of the ontology iii) a questionnaire to evaluate the ontologies; iv) a statistical model that automatically calculates the quality of the ontologies.