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New Digital Tools to Teach Soft Skills and Sustainability for the Labor Market: Gamification as a Tool for Competency Acquisition in Realistic Contexts.

, , , and . ICWL, volume 13869 of Lecture Notes in Computer Science, page 63-73. Springer, (2022)

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The RAGE Software Asset Model and Metadata Model., , , , , , , , , and 2 other author(s). JCSG, volume 9894 of Lecture Notes in Computer Science, page 191-203. Springer, (2016)Work-In-Progress: Improving Online Higher Education with Virtual and Remote Labs., , and . EDUCON, page 1136-1139. IEEE, (2019)Learning Models for the Integration of Adaptive Educational Games in Virtual Learning Environments., , and . Edutainment, volume 5093 of Lecture Notes in Computer Science, page 463-474. Springer, (2008)Bridging the Gap: Adaptive Games and Student-Centered VLEs., , , and . ICWL, volume 5686 of Lecture Notes in Computer Science, page 130-139. Springer, (2009)New Digital Tools to Teach Soft Skills and Sustainability for the Labor Market: Gamification as a Tool for Competency Acquisition in Realistic Contexts., , , and . ICWL, volume 13869 of Lecture Notes in Computer Science, page 63-73. Springer, (2022)The <E-Game> Project: Facilitating the Development of Educational Adventure Games., , and . CELDA, page 353-358. IADIS, (2005)Educational game design for online education, , , , and . Computers in Human Behavior, 24 (6): 2530--2540 (2008)Application of Competitive Activities to Improve Students' Participation., , and . IEEE Trans. Learn. Technol., 15 (1): 2-14 (2022)Integrating Adaptive Games in Student-Centered Virtual Learning Environments., , , and . Int. J. Distance Educ. Technol., 8 (3): 1-15 (2010)The RAGE Game Software Components Repository for Supporting Applied Game Development., , , , , , , , , and 1 other author(s). Int. J. Serious Games, (2017)