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Serial Sequence Learning on Digital Games.

, , , , and . HCI (14), volume 9744 of Lecture Notes in Computer Science, page 277-284. Springer, (2016)

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Globaledu - An Architecture to Support Learning in a Pervasive Computing Environment., , and . EDUTECH, volume 192 of IFIP, page 1-10. Springer, (2005)Context Awareness in Recognition of Affective States: A Systematic Mapping of the Literature., , , and . Int. J. Hum. Comput. Interact., 39 (8): 1563-1581 (May 2023)Mobile and ubiquitous computing in an innovative undergraduate course., , , and . SIGCSE, page 379-383. ACM, (2007)Stimulation of the Executive Functions Mediated by Digital Games: Current Challenges in the School Context., , and . GranDGamesBR, volume 1702 of Communications in Computer and Information Science, page 187-206. Springer, (2021)U-Library: An Intelligent Model for Ubiquitous Library Support., , , and . Comput. J., 59 (9): 1330-1344 (2016)TrailTrade: A model for trail-aware commerce support., , , and . Comput. Ind., (2016)Adaptation of an Educational Exergame to Mobile Platforms: A Development Process., , , , and . LTEC@KMO, volume 870 of Communications in Computer and Information Science, page 287-298. Springer, (2018)Learning in Ubiquitous Computing Environments., , and . Int. J. Inf. Commun. Technol. Educ., 8 (3): 64-77 (2012)Intensive use of mobile technologies in a computer engineering course., , , and . Comput. Appl. Eng. Educ., 22 (4): 686-698 (2014)A ubiquitous learning model focused on learner interaction., , , and . Int. J. Learn. Technol., 6 (1): 62-83 (2011)