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The effectiveness of adaptive versus non-adaptive learning with digital educational games., , , , , and . J. Comput. Assist. Learn., 36 (4): 502-513 (2020)Tapping into the field of foreign language learning games., , , and . Int. J. Arts Technol., 6 (1): 44-60 (2013)From pen-and-paper content to educational math game content for children: A transfer with added difficulty., , , and . Int. J. Child Comput. Interact., 2 (2): 85-92 (2014)Cognitive support for assembly operations by means of augmented reality: an exploratory study., , , , , and . Int. J. Hum. Comput. Stud., (2020)The effects of two digital educational games on cognitive and non-cognitive math and reading outcomes., , , , , and . Comput. Educ., (2020)Integrating machine learning into item response theory for addressing the cold start problem in adaptive learning systems., , , , , and . Comput. Educ., (2019)The effectiveness of an adaptive digital educational game for the training of early numerical abilities in terms of cognitive, noncognitive and efficiency outcomes., , , , and . Br. J. Educ. Technol., 52 (1): 112-124 (2021)Recall special issue: digital games for language learning: challenges and opportunities: Editorial digital games for language learning: from hype to insight?, , and . ReCALL, 24 (3): 243-256 (2012)Between learning and playing? exploring learners' perceptions of corrective feedback in an immersive game for english pragmatics., , and . ReCALL, 24 (3): 257-278 (2012)Developing a CALL system for practicing oral proficiency: how to design for speech technology, pedagogy and learners., , , , and . SLaTE, page 73-76. ISCA, (2009)