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gMOOCs - Flow and Persuasion to Gamify MOOCs.

, , , , , and . GALA, volume 10653 of Lecture Notes in Computer Science, page 126-136. Springer, (2017)

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Designing and Implementing Gamification: GaDeP, Gamifire, and applied Case Studies., , and . Int. J. Serious Games, 7 (3): 97-129 (2020)Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User's Engagement: An Experimental Study., , , , and . EC-TEL, volume 11722 of Lecture Notes in Computer Science, page 172-186. Springer, (2019)A Gamified Short Course for Promoting Entrepreneurship among ICT Engineering Students., , , , , , and . ICALT, page 31-32. IEEE Computer Society, (2013)Digital technology and transmission of Intangible Cultural Heritage: The case of Cantu a Tenore., , , , , , and . Digital Heritage (2), page 117. IEEE, (2013)Serious games and the development of an entrepreneurial mindset in higher education engineering students., , , , , , , , , and . Entertain. Comput., 5 (4): 357-366 (2014)Get Gamification of MOOC right!, , , and . Int. J. Serious Games, 5 (3): 61-78 (2018)A gamified collaborative course in entrepreneurship: Focus on objectives and tools., , , , , , , , , and . Comput. Hum. Behav., (2015)Gamifire - A Cloud-Based Infrastructure for Deep Gamification of MOOC., , and . EC-TEL, volume 11722 of Lecture Notes in Computer Science, page 613-616. Springer, (2019)The Effects of Gamification in Online Learning Environments: A Systematic Literature Review., , and . Informatics, 6 (3): 32 (2019)May the Plan be with you! A Usability Study of the Stimulated Planning Game Element Embedded in a MOOC Platform., , , and . Int. J. Serious Games, 6 (1): 49-70 (2019)