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Game-Based Life-Long Learning

, , , and . E-Infrastructures and Technologies for Lifelong Learning: Next Generation Environments, IGI Global, Hershey, PA, (2010)

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Learning Analytics in Serious Gaming: Uncovering the Hidden Treasury of Game Log Files., , and . GALA, volume 8605 of Lecture Notes in Computer Science, page 41-52. Springer, (2013)Annotations as reflection amplifiers in online learning - an exploratory study., , and . ARTEL@EC-TEL, volume 1465 of CEUR Workshop Proceedings, page 11-25. CEUR-WS.org, (2015)What Serious Game Studios Want from ICT Research: Identifying Developers' Needs., , , , , , and . GALA, volume 9599 of Lecture Notes in Computer Science, page 32-41. Springer, (2015)Quality of Reusable Game Software: Empowering Developers with Automated Quality Checks., and . QRS, page 446-452. IEEE, (2019)Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands., , , , , , and . Comput. Educ., (2013)Artificial intelligence moving serious gaming: Presenting reusable game AI components., , , , , , , , , and 4 other author(s). Educ. Inf. Technol., 25 (1): 351-380 (2020)FILTWAM and Voice Emotion Recognition., , and . GALA, volume 8605 of Lecture Notes in Computer Science, page 116-129. Springer, (2013)Improved Multimodal Emotion Recognition for Better Game-Based Learning., , and . GALA, volume 9221 of Lecture Notes in Computer Science, page 107-120. Springer, (2014)Learning Analytics Should Analyse the Learning: Proposing a Generic Stealth Assessment Tool., , , and . CoG, page 1-8. IEEE, (2019)The eventful genesis of educational media.. Educ. Inf. Technol., 17 (3): 345-360 (2012)