Amel Yessad

dblp:27/8470 · DBLP profile ↗
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17ranked-venue papers
4as first author
7since 2021 · last 2026
0000-0001-7575-6433ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 16 · 4 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 16 · 4 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Embedding Pedagogical Principles into LLMs: A Field Study of AI-Generated Feedback in a Programming Serious Game
Matthieu Branthôme, Badmavasan Kirouchenassamy, Sébastien Lallé, Sébastien Jolivet, Mathieu Muratet, Amel Yessad
AIED6
2026 Offline Reinforcement Learning for Adaptive Feedback in Online Programming Education
Badmavasan Kirouchenassamy, Amel Yessad, Sébastien Jolivet, Vanda Luengo
AIED2
2025 Learning Feedback Policy from Historical Data: An Offline Approach Within Pyrates
Badmavasan Kirouchenassamy, Amel Yessad, Sébastien Jolivet, Matthieu Branthôme, Sébastien Lallé, Vanda Luengo
AIED (1)2
2023 Discovering prerequisite relationships between knowledge components from an interpretable learner model
Olivier Allègre, Amel Yessad, Vanda Luengo
EDM2
2023 Using the ITS Components in Improving the Q-Learning Policy for Instructional Sequencing
Amel Yessad
ITS1
2022 Personalizing the Sequencing of Learning Activities by Using the Q-Learning and the Bayesian Knowledge Tracing
Amel Yessad
EC-TEL1
2022 How to assist designers to model learning games with Petri nets?
abstract
In previous research, we presented a methodological framework that provides players with adaptive feedback. The core of this framework relies on modeling the learning game with a Petri net. However, this modeling is a challenging task. Indeed, Petri nets are well adapted to model dynamic and complex systems but require a mastery of the underlying mathematical formalism to build them manually. In particular, when the learning game is characterized by a large freedom of action. In this paper, we present an authoring tool and its domain-specific language to assist designers to model learning games with Petri nets. We carried out a case study where our contribution was implemented. Results show that our contribution helps designers to build the Petri net in combination with classical Petri net editors which are still useful to visualize, to check and to validate the Petri nets built.
Mathieu Muratet, Thibault Carron, Amel Yessad
FDG3
2020 Does an E-mail Reminder Intervention with Learning Analytics Reduce Procrastination in a Blended University Course?
Iryna Nikolayeva, Amel Yessad, Bertrand Laforge, Vanda Luengo
EC-TEL2
2019 Automatic Detection of Peer Interactions in Multi-player Learning Games
Mathieu Guinebert, Amel Yessad, Mathieu Muratet, Vanda Luengo
EC-TEL2
2018 How to Help Teachers Adapt to Learners? Teachers' Perspective on a Competency and Error-Type Centered Dashboard
Iryna Nikolayeva, Amel Yessad, Françoise Chenevotot-Quentin, Julia Pilet, Dominique Prévit, Brigitte Grugeon-Allys, Vanda Luengo
EC-TEL3
2017 An Ontology for Describing Scenarios of Multi-players Learning Games: Toward an Automatic Detection of Group Interactions
Mathieu Guinebert, Amel Yessad, Mathieu Muratet, Vanda Luengo
EC-TEL2
2017 MAGAM: A Multi-Aspect Generic Adaptation Model for Learning Environments
Baptiste Monterrat, Amel Yessad, François Bouchet, Élise Lavoué, Vanda Luengo
EC-TEL2
2016 Framework for Learner Assessment in Learning Games
Mathieu Muratet, Amel Yessad, Thibault Carron
EC-TEL2
2014 Have You Found the Error? A Formal Framework for Learning Game Verification
Amel Yessad, Isabelle Mounier, Jean-Marc Labat, Fabrice Kordon, Thibault Carron
EC-TEL1
2012 How to Evaluate Competencies in Game-Based Learning Systems Automatically?
Pradeepa Thomas, Jean-Marc Labat, Mathieu Muratet, Amel Yessad
ITS4
2011 Petri Nets and Ontologies: Tools for the "Learning Player" Assessment in Serious Games
abstract
Serious games are now an increasingly used tool in business training. The question of the effectiveness of such devices on learning is a research issue. The indicators provided at the end of a video game are insufficient to understand and follow the path of a learning player. It is therefore necessary to track not only the player's actions but also to provide tools in order to analyze and diagnose the knowledge acquisition of the learner. We developed an approach based on Petri nets, used to model the accurate behavior of the player. We complete this tool with ontology to explain learner's mistakes.
Pradeepa Thomas, Amel Yessad, Jean-Marc Labat
ICALT2
2010 SeGAE: A Serious Game Authoring Environment
abstract
Game-based learning or serious game is becoming an important trend in e-learning research area because it seems address several typical e-learning problems such as high dropout rates due to frustration and the lack of motivation to continue studying and the cognitive overload of the learner. However, an important problem of serious games is the difficulty for instructors to adapt the storyboard, the scripts and the game levels of the videogame to new pedagogical objectives once the game development is achieved. This paper presents SeGAE, an author-friendly environment that offers to instructors a set of editors in order to modify the game design by defining new characters, objectives, victory conditions, authorised actions among other objects in the serious games even after the development stage. Particularly, we apply our authoring approach on Blossom Flowers, a serious game developed by Ktm Advance.
Amel Yessad, Jean-Marc Labat, François Kermorvant
ICALT1