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Towards personalizing an e-quiz bank for primary school students: an exploration with association rule mining and clustering.

, , , and . LAK, page 25-29. ACM, (2016)

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Calling for Information Systems Research on Esports: An Overview Study., , and . Commun. Assoc. Inf. Syst., (2022)Social Media-Enabled Individual Dynamic Capabilities: The Boundary Spanning Perspective., , , and . PACIS, page 227. (2019)The Impact of Game Peripherals on the Gamer Experience and Performance., and . HCI (15), volume 11580 of Lecture Notes in Computer Science, page 256-272. Springer, (2019)Achieving mobile social media popularity to enhance customer acquisition., , , , and . Internet Res., 29 (6): 1386-1409 (2019)A bibliometric analysis of emergency management using information systems (2000-2016)., , , and . Online Inf. Rev., 41 (4): 454-470 (2017)Towards personalizing an e-quiz bank for primary school students: an exploration with association rule mining and clustering., , , and . LAK, page 25-29. ACM, (2016)Visualizing Emotion and Absorption Through a Low Resolution LED Array: - From Electroencephalography to Internet of Things., and . HCI (16), volume 12196 of Lecture Notes in Computer Science, page 142-156. Springer, (2020)Facilitating Amateur eSports Participation among mass Gamers: a Serious Leisure Perspective., and . ECIS, (2023)Achieving Mobile Social Media Popularity: an Empirical Investigation., , and . PACIS, page 162. (2016)Inducing individuals to engage in a gamified platform for environmental conservation., , and . Ind. Manag. Data Syst., 120 (4): 692-713 (2020)