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The Power of Gamification to Learn and Promote Healthy Habits among Children.

, , , , and . GamiLearn, volume 2497 of CEUR Workshop Proceedings, CEUR-WS.org, (2019)

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Other publications of authors with the same name

The Role of HL7 FHIR in the European Project GATEKEEPER., , , , , , , , , and . MedInfo, volume 310 of Studies in Health Technology and Informatics, page 1337-1338. IOS Press, (2023)The Power of Gamification to Learn and Promote Healthy Habits among Children., , , , and . GamiLearn, volume 2497 of CEUR Workshop Proceedings, CEUR-WS.org, (2019)Efficient Thumbnail Identification through Object Recognition., , , , and . WEBIST, page 209-216. SCITEPRESS, (2020)Analytic Hierarchy Process to Define the Most Important Factors and Related Technologies for Empowering Elderly People in Taking an Active Role in their Health., , , and . J. Medical Syst., 39 (9): 98:1-98:7 (2015)Evaluation of the Create@School Game-Based Learning-Teaching Approach., , , , , , , , , and . Sensors, 19 (15): 3251 (2019)A Secure and Scalable Smart Home Gateway to Bridge Technology Fragmentation., , , , , , , , and . Sensors, 21 (11): 3587 (2021)Pocket Code: a mobile app for game jams to facilitate classroom learning through game creation., , , , , , , and . CoRR, (2018)An Open Source Software Architecture and Ready-To-Use Components for Health IoT., , , , , and . CBMS, page 374-379. IEEE, (2020)Enhancing the Safety Feeling of Mobility Impaired Travellers Through Infomobility Services., , , , and . HCI (6), volume 4555 of Lecture Notes in Computer Science, page 285-292. Springer, (2007)Experience from the Development of HL7 FHIR IG for Gatekeeper Project., , , , , , , , , and . ICIMTH, volume 305 of Studies in Health Technology and Informatics, page 106-109. IOS Press, (2023)