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Teaching case: applying gamification techniques and virtual reality for learning building engineering 3D arts.

, , and . TEEM, page 171-177. ACM, (2014)

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Mixed-methods research: a new approach to evaluating the motivation and satisfaction of university students using advanced visual technologies., , and . Universal Access in the Information Society, 14 (3): 311-332 (2015)Augmented and Geo-Located Information in an Architectural Education Framework., , , , and . HCI (17), volume 8526 of Lecture Notes in Computer Science, page 15-26. Springer, (2014)Virtual Learning Scenarios for Qualitative Assessment in Higher Education 3D Arts., , , and . J. Univers. Comput. Sci., 21 (8): 1086-1105 (2015)Informal interactions in 3D education: Citizenship participation and assessment of virtual urban proposals., , , and . Comput. Hum. Behav., (2016)What is happening in the process of engaging Architectural Students and Teachers for Including Virtual and Interactive Systems in the Projects Developments?, , , , , , , , and . TEEM, page 775-783. ACM, (2020)Technological adaptation of the student to the educational density of the course. A case study: 3D architectural visualization., , , and . Comput. Hum. Behav., (2017)Collaborative Design of Urban Spaces Uses: From the Citizen Idea to the Educational Virtual Development., , , , , , , , , and . HCI (3), volume 11568 of Lecture Notes in Computer Science, page 253-269. Springer, (2019)Urban Gamification in Architecture Education., , , , , and . WorldCIST (3), volume 571 of Advances in Intelligent Systems and Computing, page 335-341. Springer, (2017)Teaching Case of Gamification and Visual Technologies for Education., , , and . J. Cases Inf. Technol., 16 (4): 38-57 (2014)High vs. low intensity courses: student technological behavior., , , , , and . TEEM, page 77-82. ACM, (2015)