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Building Seniors' Social Connections and Reducing Loneliness Through a Digital Game.

, , , and . ICT4AgeingWell, page 276-284. SCITEPRESS, (2015)

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Digital Gaming by Older Adults: Can It Enhance Social Connectedness?, and . HCI (28), volume 11593 of Lecture Notes in Computer Science, page 167-176. Springer, (2019)New Ways to Tell my Story - Evaluation of a Digital Storytelling Workshop for Older Adults., , and . CSEDU (2), page 231-239. SciTePress, (2016)Building Seniors' Social Connections and Reducing Loneliness Through a Digital Game., , , and . ICT4AgeingWell, page 276-284. SCITEPRESS, (2015)The Pupil Examination Project: A Hands-On Multimedia Package., and . Intelligent Tutoring Media, 5 (3-4): 115-120 (1994)Cognitive Evaluation of an Innovative Psychiatric Clinical Knowledge Enhancement System., , , , , , and . MedInfo, volume 107 of Studies in Health Technology and Informatics, page 1295-1299. IOS Press, (2004)Enhancing Student Engagement in eLearning - A Theoretical Perspective.. CSEDU (1), page 07. SciTePress, (2012)Can a Wii Bowling Tournament Improve Older Adults' Attitudes towards Digital Games?, , , and . CSEDU (2), page 211-218. SciTePress, (2016)978-989-758-179-3.Can Playing Massive Multiplayer Online Role Playing Games (MMORPGs) Help Older Adults?., and . CSEDU (1), page 527-535. SciTePress, (2015)Architecture to Support Dynamic Composition of Math Lesson Plans., , , , , and . SAC, page 569-574. ACM, (2003)Positive Impact of Exergaming on Older Adults' Mental and Social Well-Being: In Search of Evidence., and . HCI (27), volume 10927 of Lecture Notes in Computer Science, page 101-112. Springer, (2018)