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Using a Serious Game Approach to Teach 'Operator Precedence' to Introductory Programming Students.

, , and . IV, page 523-526. IEEE Computer Society, (2013)

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An immersive virtual environment for learning sign language mathematics., , and . SIGGRAPH Educators Program, page 20. ACM, (2006)An E-tool for Assessing Undergraduate Students' Learning of Surveying Concepts and Practices., and . IT Revolutions, volume 82 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 189-201. Springer, (2011)Digital learning activities delivered by eloquent instructor avatars: scaling with problem instance., , , , , , and . SIGGRAPH ASIA Symposium on Education, page 5:1-5:7. ACM, (2016)Effective animation of sign language with prosodic elements for annotation of digital educational content., , , and . SIGGRAPH Talks, ACM, (2010)Online Virtual Learning Environments: A Review of Two Projects., and . Int. J. Syst. Serv. Oriented Eng., 4 (1): 1-20 (2014)Effects of Platform (Immersive versus Non-immersive) on Usability and Enjoyment of a Virtual Learning Environment for Deaf and Hearing Children., and . EGVE (Posters), Eurographics Association, (2008)Keyboard Encoding of Facial Expressions., and . IV, page 324-328. IEEE Computer Society, (2004)Senescence: An Age-Based Character Simulation Framework., and . IV, page 480-487. IEEE Computer Society, (2015)The Contribution of Different Body Channels to the Expression of Emotion in Animated Pedagogical Agents., , and . Int. J. Technol. Hum. Interact., 16 (4): 70-88 (2020)Effects of Body Type and Voice Pitch on Perceived Audio-Visual Correspondence and Believability of Virtual Characters., , , , , , , and . SAP, page 3:1-3:11. ACM, (2023)