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Providing Career Guidance to Adolescents through Digital Games: A Case Study.

, , , , , , and . Int. J. Game Based Learn., 4 (4): 58-70 (2014)

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Hot Issues in Game Enhanced Learning: The GEL Viewpoint., , , , , , , , and . VS-GAMES, volume 15 of Procedia Computer Science, page 25-31. Elsevier, (2012)Societal impact of a serious game on raising public awareness: the case of FloodSim., , , and . Sandbox@SIGGRAPH, page 15-22. ACM, (2009)How to Use Gamified Dashboards and Learning Analytics for Providing Immediate Student Feedback and Performance Tracking in Higher Education., , , , , , and . WWW (Companion Volume), page 429-434. ACM, (2017)The development approach of a pedagogically-driven serious game to support Relationship and Sex Education (RSE) within a classroom setting., , , , , , , , and . Comput. Educ., (2013)Learning in immersive worlds: A review of game-based learning. literature review, (2006)Collaborative innovation in the Joint Information Systems Committee distributed e-learning programme, , and . British Journal of Educational Technology, 37 (6): 969--972 (2006)A Model of Motivation Based on Empathy for AI-Driven Avatars in Virtual Worlds., , and . VS-GAMES, page 5-11. IEEE Computer Society, (2009)Evaluation of an Immersive Learning Programme to Support Triage Training., and . VS-GAMES, page 117-122. IEEE Computer Society, (2009)An Empirical Examination of the Relation Between Attention and Motivation in Computer-Based Education: a Modeling Approach., , , and . FLAIRS, AAAI Press, (2010)An exploration of user engagement in HCI., , and . AFFINE@ICMI, page 9:1-9:3. ACM, (2009)