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Influence of Gender, Age, and Frequency of Use on Users' Attitudes on Gamified Online Learning., и . IHIET (Strasbourg), том 1378 из Advances in Intelligent Systems and Computing, стр. 177-185. Springer, (2021)To What Extent is Gamification an Effective Tool for Onboarding Users into a DHM Tool., , , и . HCI (18), том 12779 из Lecture Notes in Computer Science, стр. 48-66. Springer, (2021)Conceptualizing Embodied Automation to Increase Transfer of Tacit knowledge in the Learning Factory., , , , , и . IEEE Conf. on Intelligent Systems, стр. 358-364. IEEE, (2018)Factors Related to the Use and Perception of a Gamified Application for Employee Onboarding., и . IHIET (Strasbourg), том 1378 из Advances in Intelligent Systems and Computing, стр. 653-661. Springer, (2021)An industry experiment of academic performance and drop-out in gamified distance education., , , , , и . GamiFIN, том 2883 из CEUR Workshop Proceedings, стр. 1-10. CEUR-WS.org, (2021)Teachers' perception and adoption of a gamified blended learning implementation in upper secondary education., и . GamiFIN, том 2883 из CEUR Workshop Proceedings, стр. 30-39. CEUR-WS.org, (2021)Knowledge Strategies for Organization 4.0 - A Workforce Centric Approach., , , и . APMS (2), том 592 из IFIP Advances in Information and Communication Technology, стр. 31-36. Springer, (2020)A Practical View of Gamifying Information Systems for the Future., , и . Int. J. Gaming Comput. Mediat. Simulations, 13 (4): 1-13 (2021)Design Elements of Conflict: A Design Study of a Gamified Smartphone Application for Employee Onboarding.. Technol. Knowl. Learn., 28 (3): 1133-1173 (2023)'Gamification was not the problem': A case study exploring factors affect teachers approvement of gamification.. MindTrek, стр. 106-116. ACM, (2021)