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Acquiring 21st Century Skills: Gaining Insight into the Design and Applicability of a Serious Game with 4C-ID.

, , , , , , , , and . GALA, volume 8605 of Lecture Notes in Computer Science, page 327-334. Springer, (2013)

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Game-based career learning support for youth: effects of playing the Youth@Work game on career adaptability., , , , and . Interact. Learn. Environ., 26 (6): 745-759 (2018)Towards an Understanding of the Relationship Between Executive Functions and Learning Outcomes from Serious Computer Games., and . GALA, volume 8605 of Lecture Notes in Computer Science, page 187-199. Springer, (2013)Linking Learning Outcomes and Game Mechanics in the Early Stages of the RU EU? Project., , , , , , and . GALA, volume 11385 of Lecture Notes in Computer Science, page 191-200. Springer, (2018)Engagement in digital entertainment games: A systematic review., , , and . Comput. Hum. Behav., 28 (3): 771-780 (2012)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games., , , , , , , , , and . Comput. Educ., (2016)Acquiring 21st Century Skills: Gaining Insight into the Design and Applicability of a Serious Game with 4C-ID., , , , , , , , and . GALA, volume 8605 of Lecture Notes in Computer Science, page 327-334. Springer, (2013)The opportunities and challenges of serious games for people with an intellectual disability., , , and . Br. J. Educ. Technol., 49 (4): 690-700 (2018)A systematic literature review of empirical evidence on computer games and serious games, , , , and . Computers & Education, 59 (2): 661--686 (2012)The Design of the RU EU? Game: A Game-Based Approach to Help Students' Exploring of European Identity and Values., , , , , , , , , and 2 other author(s). TECH-EDU, volume 993 of Communications in Computer and Information Science, page 120-133. Springer, (2018)A case study on the design and development of minigames for research methods and statistics., , , , and . EAI Endorsed Trans. Serious Games, 1 (3): e5 (2014)