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We are the Game Changers: An Open Gaming Literacy Programme., , , , and . Int. J. Game Based Learn., 7 (3): 51-62 (2017)The Design Principles for Flow Experience in Educational Games., , , and . VS-GAMES, volume 15 of Procedia Computer Science, page 78-91. Elsevier, (2012)Move Your Mind: Creative Dancing Humanoids as Support to STEAM Activities., , , , , , , , , and . IIMSS, volume 76 of Smart Innovation, Systems and Technologies, page 190-199. Springer, (2017)EnCity: A serious game for empowering young people with Down's syndrome., , and . SeGAH, page 1-6. IEEE Computer Society, (2017)The Perspectives of Older People on Digital Gaming: Interactions with Console and Tablet-Based Games., and . SGAMES, volume 176 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 82-90. Springer, (2016)EscapED: Adapting Live-Action, Interactive Games to Support Higher Education Teaching and Learning Practices., , , , and . GALA, volume 10056 of Lecture Notes in Computer Science, page 144-153. Springer, (2016)Dungeons and Dragons as a Tool for Developing Student Self-reflection Skills., , , and . GALA, volume 11385 of Lecture Notes in Computer Science, page 101-109. Springer, (2018)Older Adults "Jump" into coDesiging a Digital Game: A Field Study., , , , and . HCI (25), volume 12786 of Lecture Notes in Computer Science, page 88-99. Springer, (2021)The Potential of Implementing Interactive Storytelling Experience for Museums., , and . EuroMed, volume 12642 of Lecture Notes in Computer Science, page 713-721. Springer, (2020)Playful and Gameful Learning in a Hybrid Space.. SGAMES, volume 176 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 9-14. Springer, (2016)