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Utilizing gamification with social network to aid students in programming languages lessons in higher education IT courses (abstract only)., , , и . SIGCSE, стр. 718. ACM, (2014)Evaluation of SiGMa, an empiric study with Math teachers., , , , и . FIE, стр. 1-6. IEEE Computer Society, (2015)The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education., , и . HEFA, том 832 из Communications in Computer and Information Science, стр. 143-156. Springer, (2017)Demographical Changes of Student Subgroups in MOOCs: Towards Predicting At-Risk Students., , и . ISD, ISEN Yncréa Méditerranée / Association for Information Systems, (2019)Analysing gamification elements in educational environments using an existing Gamification taxonomy., , , , , , , , , и . Smart Learn. Environ., 6 (1): 16 (2019)Interactive Data Structure Learning Platform., , , , и . ICCSA (6), том 8584 из Lecture Notes in Computer Science, стр. 186-196. Springer, (2014)Project SIGMA - An Online Tool to Aid Students in Math Lessons with Gamification Concepts., , , и . SCCC, стр. 50-53. IEEE Computer Society, (2014)A Web System for Solving Real Problems Involving Partial Differential Equations in Generalized Coordinates., , , , и . ICCSA (6), том 8584 из Lecture Notes in Computer Science, стр. 665-680. Springer, (2014)Revealing the Hidden Patterns: A Comparative Study on Profiling Subpopulations of MOOC Students., , , и . ISD, ISEN Yncréa Méditerranée / Association for Information Systems, (2019)GAMIFY-SN: A Meta-model for Planning and Deploying Gamification Concepts Within Social Networks - A Case Study., , , и . WorldCIST (2), том 746 из Advances in Intelligent Systems and Computing, стр. 1357-1366. Springer, (2018)