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The CrazySquare Project: A Technological Pedagogical Content Knowledge Solution.

, , , , and . CSEDU (1), page 655-662. SCITEPRESS, (2020)

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A Systematic Review to Know How Interventions Realized with Immersive Virtual Reality-Based Serious Games for Individuals with Autism are Evaluated., , , and . CHItaly, page 3:1-3:14. ACM, (2023)How to Make an Artificial Intelligence Algorithm "Ecological"? Insights from a holistic perspective., , and . CHItaly, page 21:1-21:7. ACM, (2023)The CrazySquare Project: A Technological Pedagogical Content Knowledge Solution., , , , and . CSEDU (1), page 655-662. SCITEPRESS, (2020)The "Great Beauty" of Diversity: Smart Totems to Promote Gender Uniqueness., , , and . MetroInd4.0& IoT, page 28-33. IEEE, (2022)DeeJay in Action: Evaluating it by its Application in Technology-Enhanced Learning., , and . MIS4TEL, volume 764 of Lecture Notes in Networks and Systems, page 73-86. Springer, (2023)Designing a Personalizable ASD-Oriented AAC Tool: An Action Research Experience., , , , and . MIS4TEL, volume 804 of Advances in Intelligent Systems and Computing, page 200-209. Springer, (2018)The CrazySquare solution: a gamified ICT tool to support the musical learning in pre-adolescents., , , and . AVI, page 97:1-97:3. ACM, (2020)VirtuOR: Immersive Virtual Environments for Pain Management in Operative Rooms - A Demo., , , , , and . AVI, page 109:1-109:3. ACM, (2024)SeriousGXcraft: an XML-based Framework for Developing Serious Games., , , and . AVI, page 88:1-88:3. ACM, (2024)Cyber Security Education for Industry and Academia - CSE4IA., , , , and . IS-EUD Workshops, volume 3408 of CEUR Workshop Proceedings, CEUR-WS.org, (2023)