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Serious Gaming at School: Reflections on Students' Performance, Engagement and Motivation.

, , and . Int. J. Game Based Learn., 4 (1): 21-36 (2014)

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Guest editorial., and . Int. J. Serious Games, (2017)The evolution of ICT-based learning environments: which perspectives for the school of the future?. Br. J. Educ. Technol., 35 (5): 553-567 (2004)Reflections on Educational Technology, Research and School Innovation.. WSKS, volume 278 of Communications in Computer and Information Science, page 365-373. Springer, (2011)Serious Gaming at School: Reflections on Students' Performance, Engagement and Motivation., , and . Int. J. Game Based Learn., 4 (1): 21-36 (2014)Cloud-mobile Assistive Technologies for People with Intellectual Impairments: A Microsoft Azure-based Solution., , , and . Digital Health, page 103-104. ACM, (2015)Social Empowerment of Intellectually Impaired through a Cloud Mobile System., , , and . Future Internet, 7 (4): 429-444 (2015)Logic Programming and Education., , and . Knowledge Eng. Review, 10 (2): 209-211 (1995)Teacher Training: New Models and Tools in the Era of Communication Technologies., and . Teleteaching, volume 120 of books@ocg.at, page 149-158. Austrian Computer Society, (1998)The computer in mathematics teaching: scenes from the classroom., and . Secondary School Mathematics in the World of Communication Technology, volume 119 of IFIP Conference Proceedings, page 131-140. Chapman & Hall, (1997)Empowering the Design and the Sharing of Learning Plans by Means of Net Technologies: The IAMEL System., , and . WSKS (1), volume 111 of Communications in Computer and Information Science, page 336-342. Springer, (2010)