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Gamifying programming education in K-12: A review of programming curricula in seven countries and programming games.

, , and . Br. J. Educ. Technol., 50 (4): 1979-1995 (2019)

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Towards a Reference Model of Guidelines for the Elderly Based on Technology Adoption Factors., and . GOODTECHS, page 30-35. ACM, (2020)Combining a Gamified Civic Engagement Platform with a Digital Game in a Loosely Way to Increase Retention., , and . iiWAS, page 679-683. ACM, (2019)Gamifying programming education in K-12: A review of programming curricula in seven countries and programming games., , and . Br. J. Educ. Technol., 50 (4): 1979-1995 (2019)Approaches to Detecting and Utilizing Play and Learning Styles in Adaptive Educational Games., and . CSEDU (Selected Papers), volume 739 of Communications in Computer and Information Science, page 336-358. Springer, (2016)A Playful Mobile Digital Environment to Tackle School Burnout using Micro Learning, Persuasion & Gamification., , , , , and . ICALT, page 81-83. IEEE, (2019)Improving Play and Learning Style Adaptation in a Programming Education Game., , and . CSEDU (1), page 450-457. SciTePress, (2017)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles., and . IEEE Trans. Learn. Technol., 13 (4): 804-821 (2020)Towards Design Recommendations for Social Engagement Platforms Supporting Volunteerism Targeting Older People in Local Communities., , and . GOODTECHS, volume 476 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 63-79. Springer, (2022)Playful Learning with a Location-Based Digital Card Environment: A Promising Tool for Informal, Non-Formal, and Formal Learning., , , and . Inf., 11 (3): 157 (2020)Towards an Up to Date list of Design Guidelines for Elderly Users., and . CHI Greece, page 8:1-8:7. ACM, (2021)