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Implementing a serious game as a learner motivation tool.

, , , and . EUSPN/ICTH, volume 210 of Procedia Computer Science, page 351-357. Elsevier, (2022)

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Design, Conception and Scripting of a gamified SPOC., , and . FNC/MobiSPC/SEIT, volume 203 of Procedia Computer Science, page 461-465. Elsevier, (2022)Manufacturing and Developing Remote Labs in Physics for Practical Experiments in the University., , , , , , and . REV, volume 1231 of Advances in Intelligent Systems and Computing, page 193-204. Springer, (2020)Implementing a serious game as a learner motivation tool., , , and . EUSPN/ICTH, volume 210 of Procedia Computer Science, page 351-357. Elsevier, (2022)Remote Lab Experiments in Mechanic: The Compound Pendulum., , , , and . Int. J. Online Biomed. Eng., 19 (2): 23-41 (February 2023)Flipped Classroom and Serious Games as a New Learning Model in Experimental Sciences at the University., , , , , and . ICL (1), volume 1134 of Advances in Intelligent Systems and Computing, page 731-739. Springer, (2019)The Effectiveness of a Learner-Centered Pedagogical Approach with Flipped Pedagogy and Digital Learning Environment in Higher Education Feedback on a Cell Biology Course., , , , , and . Int. J. Emerg. Technol. Learn., (2021)Systematic Review of Serious Games in Higher Education: Objectives, Benefits, Limitations, and Perspectives., , , and . CiSt, page 450-455. IEEE, (2023)Development of a Remote Experiment for Practical Work in Physics at the University: The Case of Free Fall., , , and . REV, volume 524 of Lecture Notes in Networks and Systems, page 101-111. Springer, (2022)A Serious Game for Learning Cell Biology Using Pedagogical Engineering Design., , , , , , and . ICL (1), volume 633 of Lecture Notes in Networks and Systems, page 889-900. Springer, (2022)Secondary school teachers' uses of ICT., , and . FNC/MobiSPC/SEIT, volume 203 of Procedia Computer Science, page 621-626. Elsevier, (2022)