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Editorial: Artificial intelligence techniques for personalized educational software., , , , and . Frontiers Artif. Intell., (2022)Mobile game-based learning as a solution in COVID-19 era: Modeling the pedagogical affordance and student interactions., , and . Educ. Inf. Technol., 27 (1): 229-241 (2022)Enriching Mobile Learning Software with Interactive Activities and Motivational Feedback for Advancing Users' High-Level Cognitive Skills., , and . Comput., 11 (2): 18 (2022)ADHD Dog: A Virtual Reality Intervention Incorporating Behavioral and Sociocultural Theories with Gamification for Enhanced Regulation in Individuals with Attention Deficit Hyperactivity Disorder., , , , , and . Comput., 13 (2): 46 (2024)CoMoPAR: A Comprehensive Conceptual Model for Designing Personalized Augmented Reality Systems in Education., , , , and . NiDS (1), volume 783 of Lecture Notes in Networks and Systems, page 67-79. Springer, (2023)Exploring the Use of Augmented Reality in Teaching History to Students with Attention-Deficit Hyperactivity Disorder., , , and . NiDS (1), volume 783 of Lecture Notes in Networks and Systems, page 201-214. Springer, (2023)An Alternative Educational Tool Through Interactive Software over Facebook in the Era of COVID-19., , , , and . NiDS, volume 338 of Frontiers in Artificial Intelligence and Applications, page 3-11. IOS Press, (2021)A Framework for Personalized Fully Immersive Virtual Reality Learning Environments with Gamified Design in Education., , , and . NiDS, volume 338 of Frontiers in Artificial Intelligence and Applications, page 95-104. IOS Press, (2021)Evaluating E-Learning Process on Virtual Classroom Systems Using an ISO-Based Model., , , , and . NiDS, volume 556 of Lecture Notes in Networks and Systems, page 33-45. Springer, (2022)A Novel Teaching Strategy Through Adaptive Learning Activities for Computer Programming., , and . IEEE Trans. Educ., 64 (2): 103-109 (2021)