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Educational Computer Game for learning History: Impact on learners' level of knowledge and learners' satisfaction.

, , , and . ICTA, page 1-6. IEEE, (2019)

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A Proposed Framework for Student's Skills-Driven Personalization of Cloud-Based Course Content., , , and . Int. J. Softw. Eng. Knowl. Eng., 33 (4): 603-617 (2023)An Adaptive e-Advertising Delivery Model: The AEADS Approach., and . ICE-B, page 124-131. SciTePress, (2016)A Smart Testing Model Based on Mining Semantic Relations., , , and . IEEE Access, (2023)Living with COVID-19: A Data Mining Approach for Social Media Learning., , , , and . AMLTA, volume 1339 of Advances in Intelligent Systems and Computing, page 3-11. Springer, (2021)Towards modeling the learner's concentration in e-learning environments., , and . ICTA, page 1-6. IEEE, (2019)Personalization of MOOCs for increasing the retention rate of learners., , , and . OCTA, page 1-5. IEEE, (2020)Optimized Back Propagation Neural Network Using Quasi-Oppositional Learning-Based African Vulture Optimization Algorithm for Data Fusion in Wireless Sensor Networks.. Sensors, 23 (14): 6261 (July 2023)An investigation of AI in games: educational intelligent games vs non-educational games., , , and . OCTA, page 1-4. IEEE, (2020)Large Scale Evaluation of an Adaptive E-Advertising User Model., and . ICETE (Selected Papers), volume 585 of Communications in Computer and Information Science, page 137-157. Springer, (2015)An Adaptive E-Advertising User Model: The AEADS Approach., and . ICE-B, page 5-14. SciTePress, (2015)