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IMPRESS: Improving Engagement in Software Engineering Courses Through Gamification.

, , , , , , , and . PROFES, volume 11915 of Lecture Notes in Computer Science, page 613-619. Springer, (2019)

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Challenges of serious games., , , and . EAI Endorsed Trans. Serious Games, 2 (6): e4 (2015)A Flow-Oriented Visual Language for Learning Designs., , , and . ICWL, volume 5145 of Lecture Notes in Computer Science, page 486-496. Springer, (2008)Game Learning Analytics, Facilitating the Use of Serious Games in the Class., , , , and . Rev. Iberoam. de Tecnol. del Aprendiz., 14 (4): 168-176 (2019)A Framework for Simplifying Educator Tasks Related to the Integration of Games in the Learning Flow., , , , , and . J. Educ. Technol. Soc., 15 (4): 305-318 (2012)A highly modular and extensible architecture for an integrated IMS-based authoring system: the <e-Aula> experience., , , and . Softw. Pract. Exp., 37 (4): 441-461 (2007)Lessons learned applying learning analytics to assess serious games., , , , , and . Comput. Hum. Behav., (2019)Using e-Learning Standards to Improve Serious Game Deployment and Evaluation., , , , and . EDUCON, page 2077-2083. IEEE, (2022)Requirements for educational games in MOOCs., , , and . EDUCON, page 993-997. IEEE, (2015)Game Learning Analytics for Educators., , , , and . EDUCON, page 1436-1442. IEEE, (2019)A Scalable Architecture for One-Stop Evaluation of Serious Games., , , , and . GALA, volume 12517 of Lecture Notes in Computer Science, page 69-78. Springer, (2020)