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Intangible Cultural Heritage: Towards collaborative planning of educational interventions.

, , and . Comput. Hum. Behav., (2015)

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The distant Horizon: Investigating the relationship between social sciences academic research and game development., , , , , , , , , and . Entertain. Comput., (2020)A Dashboard to Monitor Self-Regulated Learning Behaviours in Online Professional Development., , , , and . Int. J. Distance Educ. Technol., 19 (1): 18-34 (2021)Exploring teachers' needs and the existing barriers to the adoption of Learning Design methods and tools: A literature survey., , , , and . Br. J. Educ. Technol., 49 (6): 998-1013 (2018)Digital technology and transmission of Intangible Cultural Heritage: The case of Cantu a Tenore., , , , , , and . Digital Heritage (2), page 117. IEEE, (2013)Gamifying teacher professional development: an experience with collaborative learning design., , , , and . IxD&A, (2016)Designing Serious Games for ICH education., , , , , and . Digital Heritage, page 615-618. IEEE, (2015)Learning through Game Making: An HCI Perspective., , and . HCI (5), volume 8514 of Lecture Notes in Computer Science, page 513-524. Springer, (2014)Library Not Found - The Disconnect between Gaming Research and Development., , , , , , , , , and . CSEDU (2), page 134-141. SciTePress, (2018)978-989-758-291-2.Games and Learning: Potential and Limitations from the Players' Point of View., , , , , and . GALA, volume 11385 of Lecture Notes in Computer Science, page 134-145. Springer, (2018)Meeting players where they are: Digital games and learning ecologies., , , , , and . Br. J. Educ. Technol., 50 (4): 1687-1712 (2019)