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What Serious Game Studios Want from ICT Research: Identifying Developers' Needs.

, , , , , , and . GALA, volume 9599 of Lecture Notes in Computer Science, page 32-41. Springer, (2015)

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Annotations as reflection amplifiers in online learning - an exploratory study., , and . ARTEL@EC-TEL, volume 1465 of CEUR Workshop Proceedings, page 11-25. CEUR-WS.org, (2015)Learning Analytics in Serious Gaming: Uncovering the Hidden Treasury of Game Log Files., , and . GALA, volume 8605 of Lecture Notes in Computer Science, page 41-52. Springer, (2013)What Serious Game Studios Want from ICT Research: Identifying Developers' Needs., , , , , , and . GALA, volume 9599 of Lecture Notes in Computer Science, page 32-41. Springer, (2015)Quality of Reusable Game Software: Empowering Developers with Automated Quality Checks., and . QRS, page 446-452. IEEE, (2019)Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands., , , , , , and . Comput. Educ., (2013)Artificial intelligence moving serious gaming: Presenting reusable game AI components., , , , , , , , , and 4 other author(s). Educ. Inf. Technol., 25 (1): 351-380 (2020)The eventful genesis of educational media.. Educ. Inf. Technol., 17 (3): 345-360 (2012)On the cybernetic arrangement of feedback in serious games: A systems-theoretical perspective.. Educ. Inf. Technol., 20 (1): 57-73 (2015)Structuring Collaboration Scripts: Optimizing Online Group Work on Classroom Dilemmas in Teacher Education., , , , and . CSEDU (Selected Papers), volume 510 of Communications in Computer and Information Science, page 291-304. Springer, (2014)The RAGE Software Portal: Toward a Serious Game Technologies Marketplace., , , , , , , , , and . GALA, volume 11385 of Lecture Notes in Computer Science, page 277-286. Springer, (2018)