Motivational Potential of Leaderboards in a Team-Based Math Game Competition. | 0 | 0.34 | 2020 |
Are Games Effective Learning Tools? A Review of Educational Games. | 0 | 0.34 | 2018 |
How to Use Gamified Dashboards and Learning Analytics for Providing Immediate Student Feedback and Performance Tracking in Higher Education. | 3 | 0.38 | 2017 |
Exploratory Analysis in Learning Analytics | 5 | 0.56 | 2016 |
Adaptation In E-Learning Content Specifications With Dynamic Sharable Objects | 0 | 0.34 | 2016 |
Learning Analytics Architecture To Scaffold Learning Experience Through Technology-Based Methods | 3 | 0.45 | 2015 |
Will MOOCs transform learning and teaching in higher education? Engagement and course retention in online learning provision | 15 | 0.79 | 2015 |
Transposing freemium business model from casual games to serious games | 2 | 0.42 | 2015 |
Mapping learning and game mechanics for serious games analysis | 72 | 4.23 | 2015 |
Foundations of dynamic learning analytics: Using university student data to increase retention | 16 | 0.77 | 2015 |
Providing Career Guidance To Adolescents Through Digital Games: A Case Study | 0 | 0.34 | 2014 |
Introduction for the Journal of Information Sciences special issue on serious games. | 0 | 0.34 | 2014 |
A game-based learning approach to road safety: the code of everand | 7 | 0.59 | 2014 |
Flow framework for analyzing the quality of educational games | 11 | 0.60 | 2014 |
Designing leadership and soft skills in educational games: The e‐leadership and soft skills educational games design model (ELESS) | 10 | 1.22 | 2013 |
Towards a living earth simulator | 5 | 0.53 | 2013 |
A case study inside virtual worlds: use of analytics for immersive spaces | 4 | 0.48 | 2013 |
The herbert virtual museum | 6 | 0.40 | 2013 |
The development approach of a pedagogically-driven serious game to support Relationship and Sex Education (RSE) within a classroom setting | 26 | 1.88 | 2013 |
Advances in MASELTOV - Serious Games in a Mobile Ecology of Services for Social Inclusion and Empowerment of Recent Immigrants. | 0 | 0.34 | 2013 |
Towards A New Learning: Play And Game-Based Approaches To Education | 0 | 0.34 | 2013 |
The Open Innovation Exchange Platform: Experiences of Implementing a Business Community Engagement Platform for Channeling IP Development and Collaboration with Local Businesses | 1 | 0.43 | 2013 |
A Structured Approach for Designing Collaboration Experiences for Virtual Worlds. | 9 | 0.48 | 2012 |
E-commerce transactions in a virtual environment: virtual transactions | 16 | 0.89 | 2012 |
Learning through Playing for or against Each Other? Promoting Collaborative Learning in Digital Game Based Learning. | 21 | 1.35 | 2012 |
Authoring of adaptive serious games | 0 | 0.34 | 2012 |
Technical Evaluation of The mEducator 3.0 Linked Data-based Environment for Sharing Medical Educational Resources. | 0 | 0.34 | 2012 |
Classification of cognitive states of attention and relaxation using supervised learning algorithms | 3 | 0.49 | 2011 |
Blended Game-Based Learning Environments: Extending a Serious Game into a Learning Content Management System | 5 | 0.48 | 2011 |
Scenario-based serious games repurposing. | 1 | 0.38 | 2011 |
Building Social Commmunities around Alternate Reality Games | 2 | 0.41 | 2011 |
The Cortexionist architecture: behavioural intelligence of artificial creatures | 2 | 0.37 | 2010 |
Creative Learning With Serious Games | 3 | 0.41 | 2010 |
Editorial: Crossing boundaries: Learning and teaching in virtual worlds | 5 | 0.42 | 2010 |
An Empirical Examination of the Relation Between Attention and Motivation in Computer-Based Education: a Modeling Approach | 6 | 0.75 | 2010 |
Levels of interaction (loi): a model for scaffolding learner engagement in an immersive environment | 3 | 0.43 | 2010 |
iSpace- Smart Monitoring of Higher and Further Institutions in UK | 0 | 0.34 | 2010 |
Learning as immersive experiences: Using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world | 52 | 2.78 | 2010 |
Levels of Interaction: A User-Guided Experience in Large-Scale Virtual Environments | 4 | 0.46 | 2010 |
An Engine Selection Methodology for High Fidelity Serious Games | 18 | 1.20 | 2010 |
Developing serious games for cultural heritage: a state-of-the-art review | 56 | 3.55 | 2010 |
Evaluation of an Immersive Learning Programme to Support Triage Training | 19 | 1.44 | 2009 |
Multimodal augmented reality tangible gaming | 3 | 0.41 | 2009 |
2009 Conference in Games and Virtual Worlds for Serious Applications, VS-GAMES 2009, Coventry, UK, March 23-24, 2009 | 36 | 6.50 | 2009 |
An exploration of user engagement in HCI | 31 | 1.28 | 2009 |
Assessing NeuroSky's Usability to Detect Attention Levels in an Assessment Exercise | 44 | 3.49 | 2009 |
Societal impact of a serious game on raising public awareness: the case of FloodSim | 16 | 1.24 | 2009 |
The use of 'exploratory learning' for supporting immersive learning in virtual environments | 64 | 5.49 | 2009 |
A Pervasive Augmented Reality Serious Game | 3 | 0.48 | 2009 |
Pedagogic strategies supporting the use of Synchronous Audiographic Conferencing: A review of the literature | 5 | 1.36 | 2009 |