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Providing Career Guidance to Adolescents through Digital Games: A Case Study.

, , , , , , and . Int. J. Game Based Learn., 4 (4): 58-70 (2014)

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Preface on special session "co-design and co-creation of location-based mobile serious games for distilling adaptation, personalisation and support"., and . SMAP, page xi-xii. IEEE, (2016)A Rudimentary Progression Model for Artificial Intelligence in Education Competencies and Skills., , and . IMCL, volume 411 of Lecture Notes in Networks and Systems, page 927-936. Springer, (2021)Identifying and classifying learning entities for designing location-based serious games., and . SMAP, page 133-138. IEEE, (2016)Students' Experiences of Learning Mathematics Through Games Design., , and . IMCL, volume 1192 of Advances in Intelligent Systems and Computing, page 547-558. Springer, (2019)Developing a Platform for using Game-Based Learning in Vocational Education and Training., , , , , , and . EDUCON, page 1345-1352. IEEE, (2021)A Serious Game for Amplifying Awareness on Multimodal Teaching: Game Design and Usability Study., , and . IMCL, volume 1192 of Advances in Intelligent Systems and Computing, page 559-570. Springer, (2019)The Design and Development of a Game-Based Approach to Entrepreneurship Education - Translating Entertainment Game Design Principles to Educational Games., and . IMCL, volume 1192 of Advances in Intelligent Systems and Computing, page 594-605. Springer, (2019)Towards the Development of a Digital Competency Framework for Digital Teaching and Learning., and . EDUCON, page 1226-1232. IEEE, (2021)Reinforcing Rational Decision Making in a Risk Elicitation task through Visual Reasoning., , , and . CogSci, page 1662-1668. cognitivesciencesociety.org, (2019)Power to the Teachers: An Exploratory Review on Artificial Intelligence in Education., and . Inf., 13 (1): 14 (2022)