Jenilyn Agapito

According to our database1, Jenilyn Agapito authored at least 20 papers between 2010 and 2022.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2022
INF-Based Tracking and Characterization of Museum Visitor Paths and Behaviors Using Bluetooth Low Energy Beacons.
ACM Journal on Computing and Cultural Heritage, 2022

2021
Cura Personalis: Institutionalizing Compassion During Emergency Remote Teaching.
Proceedings of the Proceeding of the 29th International Conference on Computers in Education, 2021

Xiphias: Using a Multidimensional Approach towards Creating Meaningful Gamification-Based Badge Mechanics.
Proceedings of the Proceeding of the 29th International Conference on Computers in Education, 2021

Towards the Design of an Adaptive Presence Card and Trust Rating System for Online Classes.
Proceedings of the Adaptive Instructional Systems. Design and Evaluation, 2021

2020
Development and Field Testing of a Narrative-Centered Digital Game for English Comprehension.
Proceedings of the Proceeding of the 28th International Conference on Computers in Education, 2020

Development and Field Testing of a MALL for Filipino with a Reusable Framework for MobileBased Drills.
Proceedings of the Proceeding of the 28th International Conference on Computers in Education, 2020

Quantifying Museum Visitor Attention Using Bluetooth Proximity Beacons.
Proceedings of the HCI International 2020 - Posters - 22nd International Conference, 2020

2019
Tuklas: Design, Development and Testing of an Augmented Reality Experience for a Children's Museum.
Proceedings of the IEEE International Conference on Engineering, Technology and Education, 2019

Analysis of Student Affect and Behavior while Playing a Mobile Game for English Comprehension.
Proceedings of the Proceeding of the 27th International Conference on Computers in Education, 2019

An Investigation of the Impact of Gamification on Novice Programmers' Achievement and Learning Experience.
Proceedings of the Proceeding of the 27th International Conference on Computers in Education, 2019

2018
Igpaw: Loyola - Design of a Campus-Wide Augmented Reality Game Using MAGIS.
Proceedings of the Proceeding of the 26th International Conference on Computers in Education, 2018

Identifying Meaningful Gamification-Based Elements Beneficial to Novice Programmers.
Proceedings of the Proceeding of the 26th International Conference on Computers in Education, 2018

Investigating the Impact of a Meaningful Gamification-Based Intervention on Novice Programmers' Achievement.
Proceedings of the Artificial Intelligence in Education - 19th International Conference, 2018

2017
Designing an Intervention for Novice Programmers Based on Meaningful Gamification: an Expert Evaluation.
Proceedings of the Proceeding of the 25th International Conference on Computers in Education, 2017

2016
Usability Study of an Augmented Reality Game for Philippine History.
Proceedings of the Proceeding of the 24th International Conference on Computers in Education, 2016

Wearable Learning Technologies for Math on SmartWatches: a feasibility study.
Proceedings of the Proceeding of the 24th International Conference on Computers in Education, 2016

2014
Challenges to Transferring Western Field Research Materials and Methods to a Developing World Context.
Res. Pract. Technol. Enhanc. Learn., 2014

2012
The Effects of an Interactive Software Agent on Student Affective Dynamics while Using ;an Intelligent Tutoring System.
IEEE Trans. Affect. Comput., 2012

Gathering Behaviors and Affectove States of Learners Using Educational Software: Challenges to Research in an Emerging Economy.
Proceedings of the Proceeding of the 20th International Conference on Computers in Education, 2012

2010
Comparing Disengaged Behavior within a Cognitive Tutor in the USA and Philippines.
Proceedings of the Intelligent Tutoring Systems, 10th International Conference, 2010


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