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Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study.

, , , and . IEEE Trans. Learn. Technol., 10 (2): 236-246 (2017)

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The Design of a Flexible Hypermedia System., , , and . Building University Electronic Educational Environments, volume 166 of IFIP Conference Proceedings, page 51-66. Kluwer, (1999)Information overload in the information age., , and . Innovative Adult Learning with Innovative Technologies, volume A-61 of IFIP Transactions, page 17-30. Elsevier, (1995)Multiplayer role games applied to problem based learning., , and . DIMEA, volume 349 of ACM International Conference Proceeding Series, page 69-76. ACM, (2008)Using Low-cost computer-based simulations in the Spanish National Transplant Procedures., , , , , and . Healthcom, page 90-94. IEEE, (2013)Pragmatic user model implementation in an intelligent help system., , and . Br. J. Educ. Technol., 29 (2): 113-123 (1998)Designing Serious Games for Adult Students with Cognitive Disabilities., , , and . ICONIP (4), volume 7666 of Lecture Notes in Computer Science, page 603-610. Springer, (2012)Model-checking for adventure videogames., , , and . Inf. Softw. Technol., 51 (3): 564-580 (2009)Learning teamwork skills in university programming courses., , and . Comput. Educ., 53 (2): 517-531 (2009)Authoring game-based adaptive units of learning with IMS Learning Design and <e-Adventure>., , , , and . Int. J. Learn. Technol., 3 (3): 252-268 (2007)Applicability of a Cyberbullying Videogame as a Teacher Tool: Comparing Teachers and Educational Sciences Students., , , and . IEEE Access, (2019)