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Anter: Ant research institute - Three iterations of testing to develop an ant world in the palm of the hand.

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Learning through playing Virtual Age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game characters., , and . Comput. Educ., (2015)Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning., , , and . Br. J. Educ. Technol., 48 (2): 246-263 (2017)Anter: Ant research institute - Three iterations of testing to develop an ant world in the palm of the hand., , , , and . Comput. Educ., (June 2023)Investigating the impact of video games on high school students' engagement and learning about genetics., , , and . Comput. Educ., 53 (1): 74-85 (2009)Measuring Student Perceptions: Designing an Evidenced Centered Activity Model for a Serious Educational Game Development Software., , , and . Int. J. Gaming Comput. Mediat. Simulations, 2 (3): 24-42 (2010)Learning immunology in a game: Learning outcomes, the use of player characters, immersion experiences and visual attention distributions., , and . J. Comput. Assist. Learn., 37 (2): 475-486 (2021)Web-based undergraduate chemistry problem-solving: The interplay of task performance, domain knowledge and web-searching strategies., , , , , , , and . Comput. Educ., 59 (2): 750-761 (2012)Does emotion matter? An investigation into the relationship between emotions and science learning outcomes in a game-based learning environment., , and . Br. J. Educ. Technol., 51 (6): 2233-2251 (2020)Analyzing gameplay data to inform feedback loops in The Radix Endeavor., , , and . Comput. Educ., (2017)Immersion experiences and behavioural patterns in game-based learning., and . Br. J. Educ. Technol., 52 (5): 1981-1999 (2021)