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Pedro Isaias

Biographic Data

ID8989313
NAMEPedro Isaias
GIVEN NAMESPedro
FAMILY NAMEIsaias
SIGNATUREISAIAS P
AFFILIATIONSUNSW Sydney
ORCID0000-0003-1194-2127
VERIFIEDYes
TOTAL WORKS8
TOTAL CITATIONS0
AUTHOR COUNT6
EDITOR COUNT2
FIRST PUBLICATION YEAR2013
LATEST PUBLICATION YEAR2025
H-INDEX0
  • Learn, Earn, and Game on

    Open Access•Jos Timanta Tarigan, Niskarto Zendrato et al.•ARTICLE•Education Sciences•2025

    Rewards play a key role in gamifying education, especially when learners perceive them as valuable. However, in many educational games, rewards often lack a meaningful impact or long-term appeal, which limits their ability to motivate user performance effectively. This study introduces a novel integrated reward system designed to increase the perceived value of educational rewards by allowing them to be used in a separate recreational game. The s…

  • Analyzing the educational goals, problems and techniques used in educational big data research from 2010 to 2018

    Benazir Quadir, Nian‐Shing Chen et al.•ARTICLE•Interactive Learning Environments•2022

    The purpose of this study is to review journal papers on educational big data research published from 2010 to 2018. A total of 143 papers were selected. The papers were characterized based on three dimensions: (a) educational goals; (b) educational problems addressed; and (c) big data analytical techniques used. A qualitative content analysis approach was conducted to develop a coding scheme for analyzing the selected papers. The results identifi…

  • Emergent affordances and potential challenges of mobile learning apps

    Open Access•Mehran Gholizadeh, Saeed Akhlaghpour et al.•ARTICLE•Information Technology and People•2022

    Purpose Through a data-driven theory development approach, this study builds on affordance theory and demonstrates how online mobile app reviews can be analyzed to understand the drivers of informal mobile learning success. Design/methodology/approach Textual big data provide a wealth of information regarding user–app relationships and various facets of user engagement. Adopting structural topic modeling and sentiment analysis, the authors extrac…

  • Framework for Web 2.0 implementation in higher education

    Open Access•Pedro Isaias, Paula Miranda et al.•ARTICLE•Higher Education Quarterly•2021

    Technology, and Web 2.0 in particular, has been the focus of many universities’ efforts to respond to 21st‐century learners’ demands and the volatile nature of the modern workplace. Web 2.0, with the numerous benefits it presents, seems to fit the needs of a socially connected and information‐led society, but its integration in educational settings remains an intricate process. This paper examines the factors that potentiate the successful integr…

  • Educational big data

    Nian‐Shing Chen, Chengjiu Yin et al.•ARTICLE•Interactive Learning Environments•2020

    Contemporary education, at all levels, is unbounded by time and space and learning can occur both in physical and virtual environments and with the assistance of countless technologies and pedagogi

  • Critical success factors for implementing learning analytics in higher education

    Open Access•Jo-Anne Clark, Yulin Liu et al.•ARTICLE•Australasian Journal of…•2020

    Critical success factors (CSFs) have been around since the late 1970s and have been used extensively in information systems implementations. CSFs provide a comprehensive understanding of the multiple layers and dimensions of implementation success. In the specific context of learning analytics (LA), identifying CSFs can maximise the possibilities of an effective implementation and harness the value of converting data into actionable information. …

  • Social Networking and Education

    Open Access•Donatella Persico, Carlo Chiorri et al.•BOOK•Social Networking and Education•2016

  • Information Systems Research and Exploring Social Artifacts

    Pedro Isaias, Miguel Baptista Nunes•BOOK•Information systems research and…•2013

    "This book discusses the approaches and methodologies currently being used in the field of information systems viewed through socio-technical aspects of the design of IS artifacts as well as the study of their use" - Provided by publisher

No prominent works on this page.

  • Information Systems Research and Exploring Social Artifacts

    Pedro Isaias, Miguel Baptista Nunes•BOOK•Information systems research and…•2013

    "This book discusses the approaches and methodologies currently being used in the field of information systems viewed through socio-technical aspects of the design of IS artifacts as well as the study of their use" - Provided by publisher

  • Social Networking and Education

    Open Access•Donatella Persico, Carlo Chiorri et al.•BOOK•Social Networking and Education•2016

  • Educational big data

    Nian‐Shing Chen, Chengjiu Yin et al.•ARTICLE•Interactive Learning Environments•2020

    Contemporary education, at all levels, is unbounded by time and space and learning can occur both in physical and virtual environments and with the assistance of countless technologies and pedagogi

  • Critical success factors for implementing learning analytics in higher education

    Open Access•Jo-Anne Clark, Yulin Liu et al.•ARTICLE•Australasian Journal of…•2020

    Critical success factors (CSFs) have been around since the late 1970s and have been used extensively in information systems implementations. CSFs provide a comprehensive understanding of the multiple layers and dimensions of implementation success. In the specific context of learning analytics (LA), identifying CSFs can maximise the possibilities of an effective implementation and harness the value of converting data into actionable information. …

  • Framework for Web 2.0 implementation in higher education

    Open Access•Pedro Isaias, Paula Miranda et al.•ARTICLE•Higher Education Quarterly•2021

    Technology, and Web 2.0 in particular, has been the focus of many universities’ efforts to respond to 21st‐century learners’ demands and the volatile nature of the modern workplace. Web 2.0, with the numerous benefits it presents, seems to fit the needs of a socially connected and information‐led society, but its integration in educational settings remains an intricate process. This paper examines the factors that potentiate the successful integr…

  • Analyzing the educational goals, problems and techniques used in educational big data research from 2010 to 2018

    Benazir Quadir, Nian‐Shing Chen et al.•ARTICLE•Interactive Learning Environments•2022

    The purpose of this study is to review journal papers on educational big data research published from 2010 to 2018. A total of 143 papers were selected. The papers were characterized based on three dimensions: (a) educational goals; (b) educational problems addressed; and (c) big data analytical techniques used. A qualitative content analysis approach was conducted to develop a coding scheme for analyzing the selected papers. The results identifi…

  • Emergent affordances and potential challenges of mobile learning apps

    Open Access•Mehran Gholizadeh, Saeed Akhlaghpour et al.•ARTICLE•Information Technology and People•2022

    Purpose Through a data-driven theory development approach, this study builds on affordance theory and demonstrates how online mobile app reviews can be analyzed to understand the drivers of informal mobile learning success. Design/methodology/approach Textual big data provide a wealth of information regarding user–app relationships and various facets of user engagement. Adopting structural topic modeling and sentiment analysis, the authors extrac…

  • Learn, Earn, and Game on

    Open Access•Jos Timanta Tarigan, Niskarto Zendrato et al.•ARTICLE•Education Sciences•2025

    Rewards play a key role in gamifying education, especially when learners perceive them as valuable. However, in many educational games, rewards often lack a meaningful impact or long-term appeal, which limits their ability to motivate user performance effectively. This study introduces a novel integrated reward system designed to increase the perceived value of educational rewards by allowing them to be used in a separate recreational game. The s…

Computer Science (6 works) · Data science (5 works) · Engineering (4 works) · Knowledge management (4 works) · Pedagogy (4 works) · Sociology (4 works) · Human–computer interaction (3 works) · Psychology (3 works) · Big data (2 works) · Data mining (2 works)

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