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The Impact of Role-Playing Games through Second Life on the Oral Practice of Linguistic and Discursive Sub-competences in English.

, , and . CTS, page 148-155. IEEE Computer Society, (2016)

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Mobile learning for hearing-impaired children: Review and analysis., , and . Univers. Access Inf. Soc., 22 (2): 635-653 (June 2023)ITCol. Tangible Interaction for Collaboration: Experiments Carried Out., , , and . CTS, page 172-179. IEEE Computer Society, (2016)ECCA: Augmentative Communication Collaborative Environment., , and . CTS, page 282-285. IEEE, (2012)Visualization Tools for Collaborative Systems: A Systematic Review., , , and . CITI, volume 1460 of Communications in Computer and Information Science, page 107-122. Springer, (2021)Capturing physiological data for detecting boredom in educational contexts., , , , , and . Interacción, page 27:1-27:5. ACM, (2023)Augmented Reality for Programming Teaching. Student Satisfaction Analysis., , and . CTS, page 165-171. IEEE Computer Society, (2016)STORM: Brainstorming collaborative web environment oriented to the educational context., , and . CTS, page 275-279. IEEE, (2012)Collaborative m-learning practice using Educ-Mobile., and . CTS, page 363-370. IEEE, (2014)A Novel Tangible Interaction Authoring Tool for Creating Educational Activities: Analysis of Its Acceptance by Educators., , and . IEEE Trans. Learn. Technol., 16 (5): 633-647 (October 2023)Experience Analysis for the Use of Desafiate Serious Game for the Self-assessment of Students., , and . CACIC, volume 1184 of Communications in Computer and Information Science, page 110-123. Springer, (2019)