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Using Serious Games and Simulations for Teaching Co-Operative Decision-making.

, , , and . ITQM, volume 162 of Procedia Computer Science, page 745-753. Elsevier, (2019)

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Live Services for Citizens with Live Technologies - e-Payment in Romania as First Step to an Effective e-Government., and . WEBIST (2), page 503-506. INSTICC Press, (2008)Improving Learning Experiences Through Customizable Metagames., , , and . GALA, volume 11385 of Lecture Notes in Computer Science, page 418-421. Springer, (2018)Exploring Pervasive Entertainment Games to Construct Learning Paths., , and . ICEC, volume 10507 of Lecture Notes in Computer Science, page 196-201. Springer, (2017)Designing and Implementing a Gamified Educational Location-based Application for Raising Awareness on Sustainability Issues Among Students., , , and . DELbA@EC-TEL, volume 2685 of CEUR Workshop Proceedings, CEUR-WS.org, (2020)Intelligent decision support for Renewable Energy Providers., , , , , and . CoDIT, page 488-492. IEEE, (2014)Exploring Context-Aware Activities to Enhance the Learning Experience., , , , , , and . GALA, volume 10653 of Lecture Notes in Computer Science, page 238-247. Springer, (2017)Applying and Facilitating Serious Location-Based Games., , , and . ICEC, volume 12523 of Lecture Notes in Computer Science, page 104-109. Springer, (2020)Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts., , and . ICEC, volume 9926 of Lecture Notes in Computer Science, page 3-14. Springer, (2016)Constructing Gamified Learning Experiences., , , , and . GALA, page 310-315. Springer International Publishing, (2022)Collaborative decision-making in software research projects: the innovation challenge., , , , and . ITQM, volume 199 of Procedia Computer Science, page 1318-1326. Elsevier, (2021)