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An Early Case Study Analyzing Teachers' Acceptance Towards of the Use of Gameful Approaches in Education in Brazil., , и . ICALT, стр. 304-306. IEEE, (2023)Does gamification affect flow experience? A systematic literature review., , , , , , и . GamiFIN, том 2883 из CEUR Workshop Proceedings, стр. 110-119. CEUR-WS.org, (2021)ReGammend: A method for personalized recommendation of gamification designs., , , и . GamiFIN, том 3147 из CEUR Workshop Proceedings, стр. 85-94. CEUR-WS.org, (2022)Global Trends in Flow Theory Research within Gameful Environments: A Scoping Review, Bibliometric Analysis and Agenda for Future Studies., и . HICSS, стр. 1318-1327. ScholarSpace, (2024)Social Engagement versus Learning Engagement An Exploratory Study of FutureLearn Learners., , , и . ISKE, стр. 476-483. IEEE, (2019)UnplugGamify: A Didactic Material to Support Student-Centered Unplugged Gamification., , , , , и . FIE, стр. 1-8. IEEE, (2023)GamiCSM: relating education, culture and gamification - a link between worlds., , , , , , , , и . IHC, стр. 18:1-18:10. ACM, (2020)Covid-19 Survivor: Design and Evaluation of a Game to Improve Students' Experience During Social Isolation., , и . GALA, том 13134 из Lecture Notes in Computer Science, стр. 283-288. Springer, (2021)Towards Automatic Flow Experience Identification in Educational Systems: A Theory-driven Approach., , , , , и . CHI PLAY (Companion), стр. 581-588. ACM, (2019)Introduction to the Minitrack on Game-based Learning., , и . HICSS, стр. 5327-5328. ScholarSpace, (2024)