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Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games.

, , , , and . Serious Games and Edutainment Applications, Springer, (2017)

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The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games., and . Comput. Hum. Behav., 28 (2): 648-658 (2012)Mobile Augmented Reality as an Orientation Aid: A Scavenger Hunt Prototype., , , , , , , , and . Intelligent Environments, page 172-175. IEEE, (2015)Tell me that I can do it better. The effect of attributional feedback from a learning technology on achievement emotions and performance and the moderating role of individual adaptive reactions to errors., and . Comput. Educ., (2021)Navigationsgestaltung in Lernvideos., , , and . DELFI, volume P-338 of LNI, page 69. Gesellschaft für Informatik e.V., (2023)LiverDefense: An Educational Tower Defense Game as an Evaluation Platform., , , , , , , , , and . JCSG, volume 9090 of Lecture Notes in Computer Science, page 186-190. Springer, (2015)Relations Between the Tendency to Invest in Virtual Presence, Actual Virtual Presence, and Learning Outcomes in Educational Computer Games., and . Int. J. Hum. Comput. Interaction, 28 (12): 775-783 (2012)Playing to learn or to win? The role of students' competition preference on self-monitoring and learning outcome when learning with a serious game., and . Interact. Learn. Environ., 30 (10): 1838-1850 (2022)The Relation between Virtual Presence and Learning Outcomes in Serious Games - The Mediating Effect of Motivation.. IxD&A, (2013)LiverDefense: how to employ a tower defense game as a customisable research tool., , , , , , , , , and . Vis. Comput., 33 (4): 429-442 (2017)Creating avatars for technology usage: Context matters.. Comput. Hum. Behav., (2019)