Fathi Essalmi

Orcid: 0000-0002-1153-787X

According to our database1, Fathi Essalmi authored at least 65 papers between 2006 and 2024.

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

Timeline

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Bibliography

2024
The role of learners' characteristics in educational gamification systems: a systematic meta-review of the literature.
Interact. Learn. Environ., March, 2024

2023
Automatic modeling learner's personality using learning analytics approach in an intelligent Moodle learning platform.
Interact. Learn. Environ., July, 2023

2022
Reuse of e-learning personalization components.
Smart Learn. Environ., 2022

Trends in the use of affective computing in e-learning environments.
Educ. Inf. Technol., 2022

2021
Effects of gender and personality differences on students' perception of game design elements in educational gamification.
Int. J. Hum. Comput. Stud., 2021

A Smart Collaborative Educational Game with Learning Analytics to Support English Vocabulary Teaching.
Int. J. Interact. Multim. Artif. Intell., 2021

Investigating 5<sup>th</sup>-grade students' opinions and attitudes towards using an Arabic pedagogical agent.
Proceedings of the 8th International Conference on ICT & Accessibility, 2021

Covid-19 Awareness Game for Deaf Children.
Proceedings of the 8th International Conference on ICT & Accessibility, 2021

2020
Towards an optimal personalization strategy in MOOCs.
Smart Learn. Environ., 2020

Learner modeling in cloud computing.
Educ. Inf. Technol., 2020

Personalization of MOOCs for increasing the retention rate of learners.
Proceedings of the International Multi-Conference on: "Organization of Knowledge and Advanced Technologies", 2020

An investigation of AI in games: educational intelligent games vs non-educational games.
Proceedings of the International Multi-Conference on: "Organization of Knowledge and Advanced Technologies", 2020

Students' learning performance in a gamified and self-determined learning environment.
Proceedings of the International Multi-Conference on: "Organization of Knowledge and Advanced Technologies", 2020

Unobtrusive monitoring of learners' game interactions to identify their dyslexia level.
Proceedings of the 20th IEEE International Conference on Advanced Learning Technologies, 2020

2019
Impact of Facebook as a Learning Tool on Learning Outcomes, Technology Acceptance, and Attitude.
J. Cases Inf. Technol., 2019

A Complete Validated Learning Analytics Framework: Designing Issues from Data Use Perspective.
Int. J. Inf. Commun. Technol. Educ., 2019

Does Providing a Personalized Educational Game Based on Personality Matter? A Case Study.
IEEE Access, 2019

Towards modeling the learner's concentration in e-learning environments.
Proceedings of the 7th International conference on ICT & Accessibility, 2019

Modelling the Learner's Values with Computer-based Educational Game.
Proceedings of the 7th International conference on ICT & Accessibility, 2019

Educational Computer Game for learning History: Impact on learners' level of knowledge and learners' satisfaction.
Proceedings of the 7th International conference on ICT & Accessibility, 2019

Personality Effects on Students' Intrinsic Motivation in a Gamified Learning Environment.
Proceedings of the 19th IEEE International Conference on Advanced Learning Technologies, 2019

iMoodle: An Intelligent Gamified Moodle to Predict "at-risk" Students Using Learning Analytics Approaches.
Proceedings of the Data Analytics Approaches in Educational Games and Gamification Systems, 2019

2018
Implicit modeling of learners' personalities in a game-based learning environment using their gaming behaviors.
Smart Learn. Environ., 2018

A Complete Validated Learning Analytics Framework: Designing Issues from Data Preparation Perspective.
Int. J. Inf. Commun. Technol. Educ., 2018

Does Personality Affect Students' Perceived Preferences for Game Elements in Gamified Learning Environments?
Proceedings of the 18th IEEE International Conference on Advanced Learning Technologies, 2018

2017
Toward Modeling the Learner's Personality Using Educational Games.
Int. J. Distance Educ. Technol., 2017

Unobtrusive monitoring of learners' interactions with educational games for measuring their working memory capacity.
Br. J. Educ. Technol., 2017

Educational system based on simulation and intelligent conversation.
Proceedings of the 6th International Conference on Information and Communication Technology and Accessibility, 2017

The divide-and-conquer paradigm as a basis of a new approach to overcome the time consuming issue of the assessment process in adaptive E-learning systems.
Proceedings of the 6th International Conference on Information and Communication Technology and Accessibility, 2017

An investigation of the factors affecting the perception of gamification and game elements.
Proceedings of the 6th International Conference on Information and Communication Technology and Accessibility, 2017

A Smart Educational Game to Model Personality Using Learning Analytics.
Proceedings of the 17th IEEE International Conference on Advanced Learning Technologies, 2017

Usability Evaluation Plan for Online Annotation and Student Clustering System - A Tunisian University Case.
Proceedings of the Digital Human Modeling. Applications in Health, Safety, Ergonomics, and Risk Management: Ergonomics and Design, 2017

Facebook as a Learning Tool in Classrooms: A Case Study.
Proceedings of the 14th IEEE/ACS International Conference on Computer Systems and Applications, 2017

Educational Gamification Based on Personality.
Proceedings of the 14th IEEE/ACS International Conference on Computer Systems and Applications, 2017

2016
Improving learning computer architecture through an educational mobile game.
Smart Learn. Environ., 2016

Using Educational Games for Sign Language Learning - A SignWriting Learning Game: Case Study.
J. Educ. Technol. Soc., 2016

Role of personality in computer based learning.
Comput. Hum. Behav., 2016

Relationship between learning styles and genres of games.
Comput. Educ., 2016

Towards a Generic UML Model to Support Designing Educational Role Playing Games.
Proceedings of the 16th IEEE International Conference on Advanced Learning Technologies, 2016

Selection and Composition of Personalization Parameters in Cloud.
Proceedings of the 16th IEEE International Conference on Advanced Learning Technologies, 2016

2015
Learner Modeling Using Educational Games: A Review of the Literature.
Smart Learn. Environ., 2015

Generalized metrics for the analysis of E-learning personalization strategies.
Comput. Hum. Behav., 2015

An educational game for teaching computer architecture: Evaluation using learning analytics.
Proceedings of the 5th International Conference on Information & Communication Technology and Accessibility, 2015

Automatic generation of fuzzy logic components for enhancing the mechanism of learner's modeling while using educational games.
Proceedings of the 5th International Conference on Information & Communication Technology and Accessibility, 2015

Optimal composition of e-leaming personalization parameters.
Proceedings of the 5th International Conference on Information & Communication Technology and Accessibility, 2015

A crosswords game for deaf.
Proceedings of the 5th International Conference on Information & Communication Technology and Accessibility, 2015

A Mobile Educational Game for Teaching Computer Architecture.
Proceedings of the 15th IEEE International Conference on Advanced Learning Technologies, 2015

A Learning Game for Deaf Learners.
Proceedings of the 15th IEEE International Conference on Advanced Learning Technologies, 2015

2014
Measuring learners' working memory capacity from their interactions within educational game.
Proceedings of the Emerging Issues in Smart Learning, 2014

Enhanced Federation and Reuse of E-Learning Components Using Cloud Computing.
Proceedings of the Emerging Issues in Smart Learning, 2014

Learners' Working Memory Capacity Modeling Based on Fuzzy Logic.
Proceedings of the IEEE 14th International Conference on Advanced Learning Technologies, 2014

A Learning Version of Memory Match Game.
Proceedings of the IEEE 14th International Conference on Advanced Learning Technologies, 2014

Review of Learner Modeling Using Educational Games.
Proceedings of the CSEDU 2014, 2014

2013
Automating the E-learning Personalization.
Proceedings of the Human-Computer Interaction and Knowledge Discovery in Complex, Unstructured, Big Data, 2013

A learning version of Pacman game.
Proceedings of the Fourth International Conference on Information and Communication Technology and Accessibility, 2013

Toward the reuse of E-Learning personalization systems.
Proceedings of the Fourth International Conference on Information and Communication Technology and Accessibility, 2013

Presentation of a Learning Game for Programming Languages Education.
Proceedings of the IEEE 13th International Conference on Advanced Learning Technologies, 2013

2011
Evaluation of Personalization Strategies Based on Fuzzy Logic.
Proceedings of the ICALT 2011, 2011

2010
Selection of appropriates E-learning personalization strategies from ontological perspectives.
IxD&A, 2010

A fully personalization strategy of E-learning scenarios.
Comput. Hum. Behav., 2010

An Ontology Based Approach for Selection of Appropriate E-learning Personalization Strategy.
Proceedings of the ICALT 2010, 2010

2009
Personalization of Learning Scenarios for Programming Languages.
Proceedings of the ICTA 2009, 2009

2008
UML Class Diagram as a Navigational Support for E-Learning.
Proceedings of the 8th IEEE International Conference on Advanced Learning Technologies, 2008

2007
A Multi-Parameters Personalization Approach of Learning Scenarios.
Proceedings of the 7th IEEE International Conference on Advanced Learning Technologies, 2007

2006
Graphical UML View from Extended Backus-Naur Form Grammars.
Proceedings of the 6th IEEE International Conference on Advanced Learning Technologies, 2006


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