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Game Learning Analytics:: Blending Visual and Data Mining Techniques to Improve Serious Games and to Better Understand Player Learning.

, , , , and . J. Learn. Anal., 9 (3): 32-49 (December 2022)

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Game Learning Analytics, Facilitating the Use of Serious Games in the Class., , , , and . Rev. Iberoam. de Tecnol. del Aprendiz., 14 (4): 168-176 (2019)A Flow-Oriented Visual Language for Learning Designs., , , and . ICWL, volume 5145 of Lecture Notes in Computer Science, page 486-496. Springer, (2008)Challenges of serious games., , , and . EAI Endorsed Trans. Serious Games, 2 (6): e4 (2015)A Framework for Simplifying Educator Tasks Related to the Integration of Games in the Learning Flow., , , , , and . J. Educ. Technol. Soc., 15 (4): 305-318 (2012)A highly modular and extensible architecture for an integrated IMS-based authoring system: the <e-Aula> experience., , , and . Softw. Pract. Exp., 37 (4): 441-461 (2007)Production and Deployment of Educational Videogames as Assessable Learning Objects., , , and . EC-TEL, volume 4227 of Lecture Notes in Computer Science, page 316-330. Springer, (2006)A Scalable Architecture for One-Stop Evaluation of Serious Games., , , , and . GALA, volume 12517 of Lecture Notes in Computer Science, page 69-78. Springer, (2020)Lessons learned applying learning analytics to assess serious games., , , , , and . Comput. Hum. Behav., (2019)Using e-Learning Standards to Improve Serious Game Deployment and Evaluation., , , , and . EDUCON, page 2077-2083. IEEE, (2022)Production and Maintenance of Content-Intensive Videogames: A Document-Oriented Approach., , , and . ITNG, page 118-123. IEEE Computer Society, (2006)