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Game-Based Life-Long Learning

, , , and . E-Infrastructures and Technologies for Lifelong Learning: Next Generation Environments, IGI Global, Hershey, PA, (2010)

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Introducing serious games with Wikis: empowering the teacher with simple technologies., and . Interact. Learn. Environ., 22 (5): 564-577 (2014)Self-arrangement of fleeting student pairs: a Web 2.0 approach for peer tutoring., , and . Interact. Learn. Environ., 17 (4): 341-349 (2009)Bolstering Stealth Assessment in Serious Games., , and . GALA, volume 11899 of Lecture Notes in Computer Science, page 211-220. Springer, (2019)Using reflection triggers while learning in an online course., , and . Br. J. Educ. Technol., 43 (6): 1030-1040 (2012)Peer-Allocated Instant Response (PAIR): Computational Allocation of Peer Tutors in Learning Communities.. J. Artificial Societies and Social Simulation, (2007)A fuzzy logic approach to reliable real-time recognition of facial emotions., , and . Multim. Tools Appl., 78 (14): 18943-18966 (2019)The RAGE Game Software Components Repository for Supporting Applied Game Development., , , , , , , , , and 1 other author(s). Int. J. Serious Games, (2017)Portability of Serious Game Software Components., , , and . CoG, page 1-8. IEEE, (2019)The RAGE Software Asset Model and Metadata Model., , , , , , , , , and 2 other author(s). JCSG, volume 9894 of Lecture Notes in Computer Science, page 191-203. Springer, (2016)Serious Gaming Coming of Age: Implementing a European Innovation Policy to Amplify Serious Game Development.. GamiLearn, volume 2497 of CEUR Workshop Proceedings, CEUR-WS.org, (2019)