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Gea2: A Serious Game for Technology-Enhanced Learning in STEM.

, , , , and . IEEE Trans. Learn. Technol., 14 (6): 723-739 (2021)

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An Approach to Assess the Impact of Tutorials in Video Games., , , and . Informatics, 10 (1): 6 (March 2023)CyberVR: An Interactive Learning Experience in Virtual Reality for Cybersecurity Related Issues., , , , and . AVI, page 13:1-13:8. ACM, (2020)Gaeta: The Great Adventure - A Cultural Heritage Game about the History of Gaeta., , and . HCI (39), volume 1421 of Communications in Computer and Information Science, page 179-187. Springer, (2021)Towards personalised, gamified systems: an investigation into game design, personality and player typologies., , and . IE, page 7:1-7:6. ACM, (2013)A Human Factor Approach to Threat Modeling., , and . HCI (27), volume 12788 of Lecture Notes in Computer Science, page 139-157. Springer, (2021)V-DOOR: A Real-Time Virtual Dressing Room Application Using Oculus Rift., , , , and . AVI, page 99:1-99:3. ACM, (2020)An analysis of players' personality type and preferences for game elements and mechanics.. Entertain. Comput., (2018)The Game Element and Mechanic (GEM) framework: A structural approach for implementing game elements and mechanics into game experiences.. Entertain. Comput., (2021)Gamicards - An Alternative Method for Paper-Prototyping the Design of Gamified Systems., , and . ICEC, volume 8770 of Lecture Notes in Computer Science, page 11-18. Springer, (2014)Human Factors in Phishing Attacks: A Systematic Literature Review., , , , and . ACM Comput. Surv., 54 (8): 173:1-173:35 (2022)