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Panel - Improve Foreign Language Speaking Proficiency in Immersive Environment.

, , , and . iLRN, page 411-412. IEEE, (2020)

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Panel - Improve Foreign Language Speaking Proficiency in Immersive Environment., , , and . iLRN, page 411-412. IEEE, (2020)Just Look at Them! Encouraging Self-Reflection on Teacher Gaze Behavior through Data Visualizations in Virtual Reality., , , and . CHI Extended Abstracts, page 209:1-209:9. ACM, (2024)Classroom Gamification: Merging Game Design Theory and Behavior Analysis for Increased Engagement., , , and . HCI (25), volume 10925 of Lecture Notes in Computer Science, page 150-163. Springer, (2018)The Social Net of Sentiment: Improving the Base Sentiment Analysis of High Impact Events with Lexical Category Exploration., , and . IntelliSys (2), volume 1038 of Advances in Intelligent Systems and Computing, page 312-320. Springer, (2019)Using Mental Models to Design for Learning: Lessons from Game Development.. HCI (25), volume 10295 of Lecture Notes in Computer Science, page 433-442. Springer, (2017)Engaging Novice VR Users to VR for Education: Enhancing User Comfort, Health and Safety in VR and AR., , , , and . VR Workshops, page 530-531. IEEE, (2023)More than Fitness: User Perceptions and Hopes for Getting Fit in Virtual Reality., , and . VR Workshops, page 907-908. IEEE, (2024)Ludic Learning: Exploration of TLE TeachLivE™ and Effective Teacher Training., , , , and . Int. J. Gaming Comput. Mediat. Simulations, 5 (2): 20-33 (2013)An Approach to Holistic Development of Serious Games and Learning Simulations.. HCI (15), volume 8524 of Lecture Notes in Computer Science, page 42-49. Springer, (2014)Perceived Presence's Role on Learning Outcomes in a Mixed Reality Classroom of Simulated Students., , and . HCI (19), volume 8022 of Lecture Notes in Computer Science, page 142-151. Springer, (2013)