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A Scalable Architecture for One-Stop Evaluation of Serious Games.

, , , , and . GALA, volume 12517 of Lecture Notes in Computer Science, page 69-78. Springer, (2020)

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Integrating Adaptive Games in Student-Centered Virtual Learning Environments., , , and . Int. J. Distance Educ. Technol., 8 (3): 1-15 (2010)Learning Models for the Integration of Adaptive Educational Games in Virtual Learning Environments., , and . Edutainment, volume 5093 of Lecture Notes in Computer Science, page 463-474. Springer, (2008)Creating awareness on bullying and cyberbullying among young people: Validating the effectiveness and design of the serious game Conectado., , , , and . Telematics Informatics, (2021)A Document-Oriented Paradigm for the Construction of Content-Intensive Applications., , and . Comput. J., 49 (5): 562-584 (2006)The <E-Game> Project: Facilitating the Development of Educational Adventure Games., , and . CELDA, page 353-358. IADIS, (2005)Using Docbook to Aid in The Creation of Learning Content., , , and . EDUTECH, volume 192 of IFIP, page 11-24. Springer, (2005)Design and Development of a Serious Game for Medical Training in Cytopathology., , , and . Digital Health, page 171-172. ACM, (2016)An extensible and modular processing model for document trees., , , and . Extreme Markup Languages®, (2002)Bootstrapping serious games to assess learning through analytics., , , and . EDUCON, page 1-5. IEEE, (2023)Applying learning analytics to simplify serious games deployment in the classroom., and . EDUCON, page 872-877. IEEE, (2014)