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The Use of Handwriting Input in Math Tutoring Systems: An Use Case with PAT2Math.

, , , and . ICALT, page 44-46. IEEE Computer Society, (2017)

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Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons., , , , , and . SIGCSE, page 184-190. ACM, (2021)Do people's user types change over time? An exploratory study., , , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 90-99. CEUR-WS.org, (2021)The Relationship Between Students' Flow Experience and Their Behavior Data in Gamified Educational Systems., , , and . HICSS, page 1-10. ScholarSpace, (2022)An approach for planning and deploying gamification concepts with social networks within educational contexts., , , , and . Int. J. Inf. Manag., (2019)Narrative for Gamification in Education: Why Should you Care?, , , , and . ICALT, page 97-99. IEEE, (2019)An object triple mapping system supporting detached objects: A performance and memory usage empirical comparison., , , , and . Eng. Appl. Artif. Intell., (2017)A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation., , , , , , , , , and . ICALT, page 84-88. IEEE, (2019)Does gamification work for boys and girls?: An exploratory study with a virtual learning environment., , , , and . SAC, page 214-219. ACM, (2015)When Is It Best to Learn with All Worked Examples?, and . AIED, volume 6738 of Lecture Notes in Computer Science, page 222-229. Springer, (2011)An Ontological Model to Blend Didactic Instruction and Collaborative Learning., , , and . CRIWG, volume 6969 of Lecture Notes in Computer Science, page 1-13. Springer, (2011)