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Supporting Decision-making Activities in Multi-Surface Learning Environments.

, , , and . CSEDU (1), page 70-81. SciTePress, (2017)

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Observation et modélisation des processus exécutifs et de leur dégradation lors du vieillissement cognitif dans la réalisation des activités de la vie quotidienne. Étude pour la conception d'un système d'assistance. (Observation and modelling of executive processes and associated dysfunction in ageing and dementia during the performance of daily activities. Study for cognitive assistance systems design).. Université de Sherbrooke, Canada, (2008)Introducing Mobility in Serious Games: Enhancing Situated and Collaborative Learning., and . HCI (4), volume 6764 of Lecture Notes in Computer Science, page 12-20. Springer, (2011)Adaptive and Privacy-Aware Persuasive Strategies to Promote Healthy Eating Habits: Position Paper., , , and . UMAP (Adjunct Publication), page 129-131. ACM, (2023)Présence et incarnation dans les jeux sérieux : Une revue de la littérature., , and . IHM, page 21:1-21:12. ACM, (2023)Impact of Viewpoint on Social Presence and Collaborative Processes in a Collaborative Serious Game., , and . CSEDU (2), page 614-621. SCITEPRESS, (2022)Towards Supporting Caregivers to Monitor the Whereabouts of People with Dementia., , , and . NordiCHI, page 57. ACM, (2016)The Impact of Game Elements on Learner Motivation: Influence of Initial Motivation and Player Profile., , , , , and . IEEE Trans. Learn. Technol., 15 (1): 42-54 (2022)Penser "plasticité" peut améliorer la qualité des interfaces homme-machine: une étude de cas., , and . Erog'IA, page 77-84. ACM, (2010)Factors to Consider for Tailored Gamification., , , , and . CHI PLAY, page 559-572. ACM, (2019)To Tailor or Not to Tailor Gamification? An Analysis of the Impact of Tailored Game Elements on Learners' Behaviours and Motivation., , and . AIED (1), volume 12163 of Lecture Notes in Computer Science, page 216-227. Springer, (2020)