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Current Opportunities and Challenges of Digital Game-Based Learning.

, , , , and . ICEC, volume 13477 of Lecture Notes in Computer Science, page 443-450. Springer, (2022)

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Using a Participatory Design Approach for Adapting an Existing Game Scenario - Challenges and Opportunities., , , and . JCSG, volume 12434 of Lecture Notes in Computer Science, page 204-218. Springer, (2020)Password Policies vs. Usability: When Do Users Go "Bananas"?, , , , and . TrustCom, page 148-153. IEEE, (2020)Let's Play - Professional Views on Barriers and Potentials in Digital Gaming and E-Sports., , , and . CHI PLAY, page 314-319. ACM, (2021)Current Opportunities and Challenges of Digital Game-Based Learning., , , , and . ICEC, volume 13477 of Lecture Notes in Computer Science, page 443-450. Springer, (2022)Dig-Equality FF - A playful approach for researching and fostering gender education in secondary schools., , , , , and . EDUCON, page 964-967. IEEE, (2021)MindSpace: Treating Anxiety Disorders in Children with a CBT Game., , , , , , , , and . GALA, volume 9599 of Lecture Notes in Computer Science, page 266-275. Springer, (2015)Procedural Creation of Behavior Trees for NPCs., , and . ICEC, volume 12523 of Lecture Notes in Computer Science, page 285-296. Springer, (2020)Conversational Interfaces in Serious Games: Identifying Potentials and Future Research Directions based on a Systematic Literature Review., , and . CSEDU (1), page 108-115. SCITEPRESS, (2021)Exploring students' stereotypes regarding computer science and stimulating reflection on roles of women in IT., , , , and . FIE, page 1-9. IEEE, (2021)Fostering Social Media Literacy through a Participatory Mixed-Methods Approach: Discussion of Workshop Findings., , , , , and . SeGAH, page 1-8. IEEE, (2019)