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Science teachers' experiences of inquiry-based learning through a serious game: a phenomenographic perspective., , , , and . Smart Learn. Environ., 8 (1): 7 (2021)Preface on special session "co-design and co-creation of location-based mobile serious games for distilling adaptation, personalisation and support"., and . SMAP, page xi-xii. IEEE, (2016)A Rudimentary Progression Model for Artificial Intelligence in Education Competencies and Skills., , and . IMCL, volume 411 of Lecture Notes in Networks and Systems, page 927-936. Springer, (2021)Identifying and classifying learning entities for designing location-based serious games., and . SMAP, page 133-138. IEEE, (2016)Developing a Platform for using Game-Based Learning in Vocational Education and Training., , , , , , and . EDUCON, page 1345-1352. IEEE, (2021)Students' Experiences of Learning Mathematics Through Games Design., , and . IMCL, volume 1192 of Advances in Intelligent Systems and Computing, page 547-558. Springer, (2019)Efficacy of the 4F Feedback Model: A Game-Based Assessment in University Education., , , , , , , , , and . Inf., 14 (2): 99 (February 2023)Power to the Teachers: An Exploratory Review on Artificial Intelligence in Education., and . Inf., 13 (1): 14 (2022)Cooking STEAM: A Case Study on Establishing a STEAM Learning Community using a Performative Framework and Cooking., , , , , , , , and . IMCL, volume 411 of Lecture Notes in Networks and Systems, page 907-916. Springer, (2021)A Vision of Teaching and Learning with AI.. EDUCON, page 1796-1803. IEEE, (2022)