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Improving Physics Education Through Different Immersive and Engaging Laboratory Setups.

, , , , , and . IMCL, volume 725 of Advances in Intelligent Systems and Computing, page 443-454. Springer, (2017)

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The Quirks of Being a Wallflower: Towards Defining Lurkers and Loners in Games Through A Systematic Literature Review., , and . CHI Extended Abstracts, page 397:1-397:7. ACM, (2021)SteamVis: A Tool for Collecting and Analyzing Data of the Game Distribution Platform Steam., and . CoG, page 1-8. IEEE, (2023)Social interactions in game jams: a jammer recommender tool., , and . FDG, page 71:1-71:4. ACM, (2019)Jamming across borders: An exploratory study., , and . ICGJ, page 16-21. ACM, (2020)Exploratory and Collaborative Learning Experience in Immersive Environments - Implementation and Findings from an Archaeological Domain., , , and . iLRN, volume 621 of Communications in Computer and Information Science, page 3-16. Springer, (2016)Merging Neural Networks with Traditional Evaluations in Crazyhouse., , and . ACG, volume 14528 of Lecture Notes in Computer Science, page 15-25. Springer, (2023)Two Decades of Game Jams., , , , , , , and . ICGJ, page 1-11. ACM, (2021)Individual versus collaborative learning in a virtual world., , , , , and . MIPRO, page 824-828. IEEE, (2016)Games and the Metaverse., , , , , and . CHI PLAY, page 318-319. ACM, (2022)Using Persuasive System Design Principles to Evaluate Two Next Generation Digital Learning Environments., , , , and . ICL (2), volume 545 of Advances in Intelligent Systems and Computing, page 255-268. Springer, (2016)