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A systematic literature review of empirical evidence on computer games and serious games

, , , , and . Computers & Education, 59 (2): 661--686 (2012)

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Learning with computer games or teacher: How it influences the learning experience and outcomes at primary school., and . EDUCON, page 1076-1083. IEEE, (2013)From e-learning to games-based e-learning: using interactive technologies in teaching an IS course., and . Int. J. Inf. Technol. Manag., 6 (2/3/4): 188-208 (2007)Improving the understanding of business processes., , and . DEC, volume P-244 of LNI, page 209-220. GI, (2015)An alternate reality game for language learning: ARGuing for multilingual motivation., , and . Computers & Education, 57 (1): 1389-1415 (2011)A Move Towards e-Learning in the Commercial Environment., , , and . CSEDU (1), page 62-71. INSTICC Press, (2010)Enhancing eLearning: Using Computer Games to Teach Requirements Collection and Analysis., and . USAB, page 49-60. Austrian Computer Society, (2006)Using Alternate Reality Games to Support the Teaching of Modern Foreign Languages.. WEBIST (1), page 428-434. INSTICC Press, (2008)A systematic literature review of empirical evidence on computer games and serious games, , , , and . Computers & Education, 59 (2): 661--686 (2012)A Constructivist-Based Approach to Teaching Database Analysis and Design., and . J. Inf. Syst. Educ., 17 (1): 43-54 (2006)Adopting the Use of Enterpise Mircoblogging as an Organisational Learning Approach., and . SOCO-CISIS-ICEUTE, volume 239 of Advances in Intelligent Systems and Computing, page 729-738. Springer, (2013)