Seiji Isotani
| Seiji Isotani | |
|---|---|
| File:Seiji Isotani.jpgSeiji Isotani.jpg | |
| Native name | 磯谷 セイジ |
| Born | São Paulo, Brazil |
| 🏳️ Nationality | Brazilian |
| 💼 Occupation | Professor |
| 🌐 Website | https://sites.icmc.usp.br/sisotani/ |
Seiji Isotani (Japanese: 磯谷 セイジ Hepburn: Isotani Seiji) is a third-generation Japanese-Brazilian researcher, academic and author. He is a Professor of Computer Science and Learning Technology at the University of Sao Paulo (2019-present)[2], where he also serves as head of the Applied Computing in Education Laboratory[3]. As of July 2022, Isotani assumed the post of Visiting Professor of Education at the Harvard Graduate School of Education (HGSE) [4][5].
Isotani has dedicated his research career to studying how students learn with interactive educational technologies (i.e. assistive technology), also focusing on topics including: gamification in education, computer-supported collaborative learning, ontology engineering and open data. He demonstrated a particular interest in the context of the STEM domain within the Brazilian and Latin American education. Isotani has written or co-written over 200 academic articles[6] and holds 21 patents in Brazil[7]
Education
Isotani holds a Ph.D. in Information Engineering from Osaka University, Japan (Sep. 2009). His Ph.D. thesis was entitled "An Ontological Engineering Approach to Computer-Supported Collaborative Learning"[8]. His doctoral advisor was Riichiro Mizoguchi[9]. Previously, he received both a B.Sc. (Dec. 2002) and an M.Sc. (Apr. 2005) in Computer Science at the University of Sao Paulo (USP)[10], the latter of which earned him "Best M.Sc. Thesis Award" by the Brazilian Computer Society (CBIE)[11]. Before joining USP, Isotani worked as a postdoctoral researcher associated with the Human-Computer Interaction Institute at Carnegie Mellon University, USA (Oct 2009 - Mar 2011)[12].
Career
Professor Isotani has produced more than 200 articles published in journals and conference proceedings with international audiences[13][14]. He has also co-authored journal articles and conference papers in Portuguese to reach local audiences in Brazil. Some of the articles received best paper awards[15], and several of his advisees[16] won the Best Thesis of the Year Award in educational technology from the Brazilian Computer Society.
He was one of the pioneers in Brazil on research related to the development and assessment of interactive technologies to support mathematics education using dynamic geometry systems, particularly for mobile devices. Currently, his most significant contributions lie in the fields of gamification in education and artificial intelligence in education (AIED). By designing experiments and creating algorithms able to elucidate students' behaviors, backgrounds, and patterns of interactions, his group has investigated ways of adapting and personalizing gamification (i.e., the use of game design elements in non-game contexts) in educational environments to improve students' motivation, participation, and attention to learning tasks, typical challenges encountered in schools in Brazil and Latin America. Together with his advisees, he has developed methods of gamification design, including a gamification taxonomy for learning[17], and techniques of personalization using information from students and tasks. According to recent literature reviews from Swacha (2021)[18] and Trinidad et al. (2021[19]), Isotani is the leading contributor to the field of gamification in education and among the top contributors to the field of gamification research in the last decade.
Isotani served as the Editor in Chief of the Brazilian Journal of Computers in Education[20], Associate Editor of IEEE Transactions on Learning Technologies[21], Member of the Municipal Council of Education of São Carlos, Co-Chair of National Evaluation Committees, and Co-Chair of several national and international conferences. He is currently a member of the Executive Committee of the International Artificial Intelligence in Education Society[22], Vice-President of the Brazilian Academy of Educational Technologies[23], member of the Steering Committee of the Innovation Network for Brazilian Education[24], Senior Member of the ACM and IEEE, Associate Editor of the Frontiers in Artificial Intelligence - Section AI for Human Learning and Behavior Change[25], and CNPq fellow (tier DT-1D).
Personal Life
- Isotani has practiced Judo for about 30 years. He won two national titles (1 individual, 1 team), 7 state championships (4 individual, 3 teams), and several interstate competitions.
- In 2007, while a Ph.D. student in Japan, he created together with his colleagues several initiatives to motivate and support disadvantaged Latin American students living in Japan. These initiatives are still in place[26]
References
- ↑ "Riichiro Mizoguchi – Google Scholar profile page".
- ↑ "Seiji Isotani - ICMC USP Faculty Page".
- ↑ "ICMC USP - Applied Computing in Education Laboratory Page".
- ↑ "Seiji Isotani — HGSE Faculty Page".
- ↑ "Seiji Isotani is elected to the position in the International Society for Artificial Intelligence (In Portuguese)".
- ↑ "Seiji Isotani - Awards and Honours".
- ↑ "Seiji Isotani - Curriculum Vitae".
- ↑ "An Ontological Engineering Approach to ComputerSupported Collaborative Learning: From Theory to Practice" (PDF).
- ↑ "Riichiro Mizoguchi – Google Scholar profile page".
- ↑ "Seiji Isotani – Education".
- ↑ Isotani, Seiji (2005). Developing tools in iGeom: Using Dynamic Geometry in Classrooms and Online Learning Environments (Thesis). Universidade de São Paulo. doi:10.11606/D.45.2005.tde-17092005-063522.
- ↑ "Seiji Isotani — CMU Faculty Page".
- ↑ "Seiji Isotani - Publications".
- ↑ "Seiji Isotani - Google Scholar profile page".
- ↑ "Seiji Isotani - Awards and Honours".
- ↑ "Seiji Isotani - Advisees".
- ↑ Toda, Armando M.; Klock, Ana C. T.; Oliveira, Wilk; Palomino, Paula T.; Rodrigues, Luiz; Shi, Lei; Bittencourt, Ig; Gasparini, Isabela; Isotani, Seiji; Cristea, Alexandra I. (2019). "Analysing gamification elements in educational environments using an existing Gamification taxonomy". Smart Learning Environments. 6. doi:10.1186/s40561-019-0106-1. Unknown parameter
|s2cid=ignored (help) - ↑ Swacha, Jakub (2021). "State of Research on Gamification in Education: A Bibliometric Survey". Education Sciences. 11 (2): 69. doi:10.3390/educsci11020069.
- ↑ Trinidad, Manuel; Ruiz, Mercedes; Calderon, Alejandro (2021). "A Bibliometric Analysis of Gamification Research". IEEE Access. 9: 46505–46544. doi:10.1109/ACCESS.2021.3063986. Unknown parameter
|s2cid=ignored (help) - ↑ "Brazilian Journal of Computers in Education".
- ↑ "IEEE Transactions on Learning Technologies".
- ↑ "International Artificial Intelligence in Education Society".
- ↑ "Brazilian Academy of Educational Technologies".
- ↑ "Innovation Network for Brazilian Education".
- ↑ "Frontiers in Artificial Intelligence - Section AI for Human Learning and Behavior Change".
- ↑ "Seiji Isotani - Personal Life".
External links
- Awards and Honours
- Isotani’s CV (as of 2021 - English)
- Isotani’s page at University of Sao Paulo
- Isotani’s Google Scholar page
- Isotani’s ORCID page
- Isotani’s DBLP page
- Isotani’s Lattes CV Page (In Portuguese)
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