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uAdventure: The eAdventure reboot: Combining the experience of commercial gaming tools and tailored educational tools.

, , , , and . EDUCON, page 1755-1762. IEEE, (2017)

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A highly modular and extensible architecture for an integrated IMS-based authoring system: the <e-Aula> experience., , , and . Softw. Pract. Exp., 37 (4): 441-461 (2007)A Flow-Oriented Visual Language for Learning Designs., , , and . ICWL, volume 5145 of Lecture Notes in Computer Science, page 486-496. Springer, (2008)Production and Deployment of Educational Videogames as Assessable Learning Objects., , , and . EC-TEL, volume 4227 of Lecture Notes in Computer Science, page 316-330. Springer, (2006)A Scalable Architecture for One-Stop Evaluation of Serious Games., , , , and . GALA, volume 12517 of Lecture Notes in Computer Science, page 69-78. Springer, (2020)Challenges of serious games., , , and . EAI Endorsed Trans. Serious Games, 2 (6): e4 (2015)Game Learning Analytics for Educators., , , , and . EDUCON, page 1436-1442. IEEE, (2019)Requirements for educational games in MOOCs., , , and . EDUCON, page 993-997. IEEE, (2015)Using e-Learning Standards to Improve Serious Game Deployment and Evaluation., , , , and . EDUCON, page 2077-2083. IEEE, (2022)Simplifying location-based serious game authoring., , , , and . TEEM, page 45:1-45:9. ACM, (2017)Integrating Learning Analytics into a Game Authoring Tool., , , , and . ICWL, volume 10473 of Lecture Notes in Computer Science, page 51-61. Springer, (2017)