Leonardo Brandão Marques

Orcid: 0000-0003-4993-4587

According to our database1, Leonardo Brandão Marques authored at least 17 papers between 2013 and 2023.

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

Timeline

Legend:

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In proceedings 
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PhD thesis 
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Links

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Bibliography

2023
Applications of convolutional neural networks in education: A systematic literature review.
Expert Syst. Appl., November, 2023

Analysis of Electrical Signals by Machine Learning for Classification of Individualized Electronics on the Internet of Smart Grid Things (IoSGT) architecture.
J. Internet Serv. Appl., January, 2023

Predictive Fraud Detection: An Intelligent Method for Internet of Smart Grid Things Systems.
J. Internet Serv. Appl., January, 2023

Inteligência Artificial para Educação: Um Caminho para um Campo mais Inclusivo.
Revista Brasileira de Informática na Educ., 2023

Question Classification with Constrained Resources: A Study with Coding Exercises.
Proceedings of the Artificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners, Doctoral Consortium and Blue Sky, 2023

A Case Study on AIED Unplugged Applied to Public Policy for Learning Recovery Post-pandemic in Brazil.
Proceedings of the Artificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners, Doctoral Consortium and Blue Sky, 2023

2022
Brain-imaging techniques in educational technologies: A systematic literature review.
Educ. Inf. Technol., 2022

Big data analytics for supply chain risk management: research opportunities at process crossroads.
Bus. Process. Manag. J., 2022

2021
On the joint use of Artificial Intelligence and Brain-Imaging Techniques in Technology-enhanced Learning Environments: A Systematic Literature Review.
Revista Brasileira de Informática na Educ., 2021

2020
The impact of gamification on students' learning, engagement and behavior based on their personality traits.
Smart Learn. Environ., 2020

2019
Software Requirements for the Design of Gamified Applications for Time Management and Tasks for Children and Adolescents with ADHD.
Proceedings of the XV Brazilian Symposium on Information Systems, 2019

Studying the Impact of Gamification on Learning and Engagement of Introverted and Extroverted Students.
Proceedings of the 19th IEEE International Conference on Advanced Learning Technologies, 2019

2018
Flow Theory to Promote Learning in Educational Systems: Is it Really Relevant?
Revista Brasileira de Informática na Educ., 2018

2016
Step Towards a Model to Bridge the Gap between Personality Traits and Collaborative Learning Roles.
IxD&A, 2016

Reduced GUI for an interactive geometry software: Does it affect students' performance?
Comput. Hum. Behav., 2016

Infographics or Graphics+Text: Which Material is Best for Robust Learning?
Proceedings of the 16th IEEE International Conference on Advanced Learning Technologies, 2016

2013
Behavioral Evaluation of Preference for Game-Based Teaching Procedures.
Int. J. Game Based Learn., 2013


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