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The development approach of a pedagogically-driven serious game to support Relationship and Sex Education (RSE) within a classroom setting.

, , , , , , , , and . Comput. Educ., (2013)

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Pedagogic strategies supporting the use of Synchronous Audiographic Conferencing: A review of the literature., and . Br. J. Educ. Technol., 40 (6): 980-998 (2009)Post-16 e-learning content production: a synthesis of the literature.. Br. J. Educ. Technol., 38 (2): 349-364 (2007)Adaptation in E-Learning Content Specifications with Dynamic Sharable Objects., , , , and . Syst., 4 (2): 24 (2016)A Model of Motivation for Virtual-Worlds Avatars., , and . IVA, volume 5208 of Lecture Notes in Computer Science, page 535-536. Springer, (2008)The use of 'exploratory learning' for supporting immersive learning in virtual environments., and . Comput. Educ., 52 (2): 343-352 (2009)Motivational Potential of Leaderboards in a Team-Based Math Game Competition., , and . GALA, volume 12517 of Lecture Notes in Computer Science, page 242-252. Springer, (2020)The Design Principles for Flow Experience in Educational Games., , , and . VS-GAMES, volume 15 of Procedia Computer Science, page 78-91. Elsevier, (2012)Classification of cognitive states of attention and relaxation using supervised learning algorithms., , , and . IGIC, page 31-34. IEEE Computer Society, (2011)Flow framework for analyzing the quality of educational games., , , and . Entertain. Comput., 5 (4): 367-377 (2014)Designing leadership and soft skills in educational games: The e-leadership and soft skills educational games design model (ELESS)., and . Br. J. Educ. Technol., 44 (6): 951-968 (2013)