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Technological Aspects of the Gamification Model for e-Learning Participant's Engagement., , , and . Balt. J. Mod. Comput., (2016)An Ontology Oriented Approach for E-Learning Objects Design and Improvement., , , , and . ICIST, volume 538 of Communications in Computer and Information Science, page 138-150. Springer, (2015)The Ways of Using Augmented Reality in Education., and . ICIST, volume 920 of Communications in Computer and Information Science, page 483-490. Springer, (2018)Multinational Perspectives on Information Technology from Academia and Industry., , , , , , , , , and 3 other author(s). ITiCSE-WGR, page 149-171. ACM, (2015)Chatbots Scenarios for Education., , , , , , , , and . ICIST, volume 1979 of Communications in Computer and Information Science, page 207-221. Springer, (2023)Innovative Technological Solutions for Blended Learning Approach., and . IDT/IIMSS/STET, volume 262 of Frontiers in Artificial Intelligence and Applications, page 697-705. IOS Press, (2014)Preliminary Validation of ENGAME: Fostering Civic Participation and Social Inclusion Through an E-Learning Game., , , , , , , , , and 1 other author(s). HCI (31), volume 14041 of Lecture Notes in Computer Science, page 466-481. Springer, (2023)An Engineering Solution for a Correlation Between a Competences Framework and Learning Units in an Educational Platform., , and . ICIST, volume 1486 of Communications in Computer and Information Science, page 279-290. Springer, (2021)Technological Challenges for Learning Objects in MOOCs Design., , , , and . ICIST, volume 639 of Communications in Computer and Information Science, page 491-498. (2016)An Experience of Running a MOOC on Information Technology., , and . Int. J. Hum. Cap. Inf. Technol. Prof., 7 (3): 76-88 (2016)