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Digital Rights and e-Payment in e-Learning - Completing the Learning Object Lifecycle.

, , , , , and . WEBIST (3), page 540-544. INSTICC Press, (2007)

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Adapting Learning Contents to Mobile Devices and Context to Improve Students' Learning Performance: A Case Study., , , and . J. Univers. Comput. Sci., 20 (15): 2032-2042 (2014)Measuring the effects on learning performance and engagement with a gamified social platform in an MSc program., , , , and . Comput. Appl. Eng. Educ., 28 (1): 207-223 (2020)An Experiment to Discover Usability Guidelines for Designing Mobile Tourist Apps., , , and . Wirel. Commun. Mob. Comput., (2021)Validation of navigation guidelines for improving usability in the mobile web., , , , and . Comput. Stand. Interfaces, (2017)Social network analysis of a gamified e-learning course: Small-world phenomenon and network metrics as predictors of academic performance., , , , , , and . Comput. Hum. Behav., (2016)Gamifying learning experiences: Practical implications and outcomes., , , , , and . Comput. Educ., (2013)A mobile learning tool to deliver online questionnaires., , , , , , , , , and 2 other author(s). ITiCSE, page 319. ACM, (2010)Adaptation of educational contents to mobile devices., , , and . ITiCSE, page 359. ACM, (2011)Competency-Based Learning Object Sequencing Using Particle Swarms., , , and . ICTAI (2), page 111-116. IEEE Computer Society, (2007)0-7695-3015-X.Mobile Instant Messaging Apps: Usability Evaluation on iOS and Android Platforms and Recommendations for Developers., , , , and . ISD, Association for Information Systems, (2017)