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Adventures in the Boundary between Domain-Independent Ontologies and Domain Content for CSCL., и . KES (3), том 5179 из Lecture Notes in Computer Science, стр. 523-532. Springer, (2008)An Ontology Engineering Approach to Gamify Collaborative Learning Scenarios., , , и . CRIWG, том 8658 из Lecture Notes in Computer Science, стр. 185-198. Springer, (2014)A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments., , , , , , , , , и 3 other автор(ы). IEEE Trans. Learn. Technol., (2024)Applications of convolutional neural networks in education: A systematic literature review., , , , , , , , и . Expert Syst. Appl., (ноября 2023)Evaluating a Bayesian Student Model of Decimal Misconceptions., , , и . EDM, стр. 301-306. www.educationaldatamining.org, (2011)A Quantitative Analysis of the Most Relevant Gamification Elements in an Online Learning Environment., , , , , и . WWW (Companion Volume), стр. 911-916. ACM, (2016)Enhancing Students' Learning Experience Through Gamification: Perspectives and Challenges., , , и . GranDGamesBR, том 1702 из Communications in Computer and Information Science, стр. 113-133. Springer, (2021)Gamification of Virtual Learning Environments: A Narrative and User Experience Approach., , и . IHC, стр. 38:1-38:10. ACM, (2023)A Plot from the Stars: Educational Game Development for Teaching Basic Mathematical Functions., , , , и . CIG, стр. 1-8. IEEE, (2018)An Agile Method for Developing OERs and Its Application in Serious Game Design., , , , и . HEFA, том 832 из Communications in Computer and Information Science, стр. 192-206. Springer, (2017)