Research graph
References from Content manager for serious games: Theoretical framework and digital platform. Local targets link to admitted publications; unresolved targets remain external evidence.
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10.1109/vs-games.2009.8
10.1109/vs-games.2009.8 · External reference
10.1016/j.iheduc.2007.12.006
10.1016/j.iheduc.2007.12.006 · External reference
10.1007/s00217-010-1351-2
10.1007/s00217-010-1351-2 · External reference
An E-learning investigation into learning style adaptivity
10.1109/hicss.2015.13 · 2015 · External reference
10.1109/hicss.2015.13
10.1109/hicss.2015.13 · External reference
Mapping learning and game mechanics for serious games analysis
10.1111/bjet.12113 · 2015 · External reference
10.1111/bjet.12113
10.1111/bjet.12113 · External reference
Assessment in and of serious games: An overview
10.1155/2013/136864 · 2013 · External reference
10.1155/2013/136864
10.1155/2013/136864 · External reference
10.7557/23.6111
10.7557/23.6111 · External reference
Adaptive hypermedia for education and training
10.1017/cbo9781139049580.006 · 2012 · External reference
10.1017/cbo9781139049580.006
10.1017/cbo9781139049580.006 · External reference
A systematic literature review of empirical evidence on computer games and serious games
10.1016/j.compedu.2012.03.004 · 2012 · External reference
10.1016/j.compedu.2012.03.004
10.1016/j.compedu.2012.03.004 · External reference
Semi-automated serious educational game generation: A component-based game engineering approach
10.1109/cgames.2013.6632637 · 2013 · External reference
10.1109/cgames.2013.6632637
10.1109/cgames.2013.6632637 · External reference
10.12753/2066-026x-15-099
10.12753/2066-026x-15-099 · External reference
10.12753/2066-026x-13-131
10.12753/2066-026x-13-131 · External reference
Learning Objects: Resources For Distance Education Worldwide The Need for and Nature of Learning Objects
10.19173/irrodl.v2i1.32 · 2001 · External reference
10.19173/irrodl.v2i1.32
10.19173/irrodl.v2i1.32 · External reference
Software reuse research: Status and future
10.1109/tse.2005.85 · 2005 · External reference
10.1109/tse.2005.85
10.1109/tse.2005.85 · External reference
Software reuse: metrics and models
10.1145/234528.234531 · 1996 · External reference
10.1145/234528.234531
10.1145/234528.234531 · External reference
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10.1155/2014/358152
10.1155/2014/358152 · External reference
10.1007/978-3-319-45841-0_18
10.1007/978-3-319-45841-0_18 · External reference
10.1007/978-3-319-45841-0_18
10.1007/978-3-319-45841-0_18 · External reference
Integrating Learning Styles in an Adaptive Hypermedia System with Adaptive Resources
10.1007/978-3-319-74060-7_3 · 2018 · External reference
10.1007/978-3-319-74060-7_3
10.1007/978-3-319-74060-7_3 · External reference
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10.1080/0142569880090306
10.1080/0142569880090306 · External reference
Evaluating pre-service kindergarten teachers' intention to adopt and use tablets into teaching practice for natural sciences
10.1504/ijmlo.2019.096479 · 2019 · External reference
10.1504/ijmlo.2019.096479
10.1504/ijmlo.2019.096479 · External reference
10.3390/educsci11010022
10.3390/educsci11010022 · External reference
10.3390/educsci11010022
10.3390/educsci11010022 · External reference
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Examining Teachers' Perspectives on School Principals' Digital Leadership Roles and Technology Capabilities during the COVID-19 Pandemic
10.3390/su132313448 · 2021 · External reference
10.3390/su132313448
10.3390/su132313448 · External reference
10.25082/amler.2021.02.007 · 2021 · Admitted local publication
10.25082/amler.2021.02.007 · Admitted local publication
Adaptive educational hypermedia systems in technology enhanced learning
10.1145/1867651.1867672 · 2010 · External reference
10.1145/1867651.1867672
10.1145/1867651.1867672 · External reference
Educational apps from the Android Google Play for Greek preschoolers: A systematic review
10.1016/j.compedu.2017.09.007 · 2018 · External reference
10.1016/j.compedu.2017.09.007
10.1016/j.compedu.2017.09.007 · External reference
Evaluating the Learning Process: The "ThimelEdu" Educational Game Case Study
10.5220/0009379902900298 · 2020 · External reference
10.5220/0009379902900298
10.5220/0009379902900298 · External reference
Adaptive educational games: Providing non-invasive personalized learning experiences
10.1109/digitel.2008.30 · 2008 · External reference
10.1109/digitel.2008.30
10.1109/digitel.2008.30 · External reference
10.25082/amler.2021.02.002 · 2021 · Admitted local publication
10.25082/amler.2021.02.002 · Admitted local publication
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Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education
10.1016/j.compedu.2019.103698 · 2020 · External reference
10.1016/j.compedu.2019.103698
10.1016/j.compedu.2019.103698 · External reference
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RAGE Reusable Game Software Components and Their Integration into Serious Game Engines (pp
10.1007/978-3-319-35122-3_12 · 2016 · External reference
10.1007/978-3-319-35122-3_12
10.1007/978-3-319-35122-3_12 · External reference
RAGE Architecture for Reusable Serious Gaming Technology Components
10.1155/2016/5680526 · 2016 · External reference
10.1155/2016/5680526
10.1155/2016/5680526 · External reference
Generating Education in-Game Data: The Case of an Ancient Theatre Serious Game
10.5220/0007810800360043 · 2019 · External reference
10.5220/0007810800360043
10.5220/0007810800360043 · External reference
Designing the Learning Process
10.1145/3178248.3178254 · 2018 · External reference
10.1145/3178248.3178254
10.1145/3178248.3178254 · External reference
Factors that Influence Computer Science Students' Attitude towards Serious Games in the Classroom
10.5901/mjss.2014.v5n21p413 · 2014 · External reference
10.5901/mjss.2014.v5n21p413
10.5901/mjss.2014.v5n21p413 · External reference