Author of the publication

Unobtrusive monitoring of learners' game interactions to identify their dyslexia level.

, , , , , , and . ICALT, page 109-113. IEEE, (2020)

Please choose a person to relate this publication to

To differ between persons with the same name, the academic degree and the title of an important publication will be displayed. You can also use the button next to the name to display some publications already assigned to the person.

 

Other publications of authors with the same name

Learner Modeling Using Educational Games: A Review of the Literature., , , and . Smart Learn. Environ., 2 (1): 6 (2015)Enhanced Federation and Reuse of E-Learning Components Using Cloud Computing., , , and . ICSLE, page 159-166. Springer, (2014)Students' learning performance in a gamified and self-determined learning environment., , , and . OCTA, page 1-5. IEEE, (2020)An Ontology Based Approach for Selection of Appropriate E-learning Personalization Strategy., , and . ICALT, page 724-725. IEEE Computer Society, (2010)A Mobile Educational Game for Teaching Computer Architecture., , and . ICALT, page 161-163. IEEE Computer Society, (2015)Educational Computer Game for learning History: Impact on learners' level of knowledge and learners' satisfaction., , , and . ICTA, page 1-6. IEEE, (2019)Graphical UML View from Extended Backus-Naur Form Grammars., and . ICALT, page 544-546. IEEE Computer Society, (2006)An investigation of the factors affecting the perception of gamification and game elements., , , and . ICTA, page 1-6. IEEE, (2017)An investigation of AI in games: educational intelligent games vs non-educational games., , , and . OCTA, page 1-4. IEEE, (2020)Facebook as a Learning Tool in Classrooms: A Case Study., , , and . AICCSA, page 509-514. IEEE Computer Society, (2017)