Using Serious Games For Learning British Sign Language Combining Video, Enhanced Interactivity, And Vr Technology | 0 | 0.34 | 2020 |
Design Methodology For 360 Degrees Immersive Video Applications: The Case Study Of A Cultural Heritage Virtual Tour | 1 | 0.43 | 2020 |
Westminster Serious Games Platform (wmin-SGP) a tool for real-time authoring of roleplay simulations for learning. | 0 | 0.34 | 2016 |
Engaging Immersive Video Consumers: Challenges Regarding 360-Degree Gamified Video Applications | 1 | 0.40 | 2016 |
Using Serious Games in Higher Education: Reclaiming the Learning Time | 0 | 0.34 | 2015 |
Evaluation of a dynamic role-playing platform for simulations based on Octalysis gamification framework | 2 | 0.47 | 2015 |
WMIN-MOBILE: A Mobile Learning Platform for Information and Service Provision. | 0 | 0.34 | 2011 |
Simulation game for training new teachers in class management. | 2 | 0.44 | 2011 |
Mobile Augmented Reality for Cultural Heritage. | 13 | 0.86 | 2011 |
Cognitive theory of multimedia learning and learning videos design: the redundancy principle. | 2 | 0.41 | 2011 |
Gender and information processing in electronic age | 0 | 0.34 | 2008 |
The effects of reading goals in hypertext reading | 2 | 0.39 | 2006 |
Towards a hypertext reading/comprehension model | 6 | 0.64 | 2005 |