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Introduction to the GI-Dagstuhl Book on Entertainment Computing and Serious Games.

, , and . Entertainment Computing and Serious Games, volume 9970 of Lecture Notes in Computer Science, page 1-16. (2015)

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Apt to Adapt: Micro- and Macro-Level Adaptation in Educational Games., , and . Technology-Enhanced Systems and Tools for Collaborative Learning Scaffolding, volume 350 of Studies in Computational Intelligence, (2011)Problem solving learning environments and assessment: A knowledge space theory approach., , and . Computers & Education, (2013)Dynamic Media in Computer Science Education; Content Complexity and Learning Performance: Is Less More?, , and . Educational Technology & Society, 11 (1): 279-290 (2008)The simplified updating rule in the formalization of digital educational games., , , , , and . J. Comput. Science, 4 (4): 293-303 (2013)The NEON Evaluation Framework for Educational Technologies., , and . HCI (24), volume 10924 of Lecture Notes in Computer Science, page 256-265. Springer, (2018)Immersive Digital Games: The Interfaces for Next-Generation E-Learning?, , , , , and . HCI (7), volume 4556 of Lecture Notes in Computer Science, page 647-656. Springer, (2007)An Educational Guide to Planet Earth: Adaptation and Personalization in Immersive Educational Games., , and . STEG@ICWL, volume 498 of CEUR Workshop Proceedings, CEUR-WS.org, (2009)Using Hasse Diagrams for Competence-Oriented Learning Analytics., and . CHI-KDD, volume 7947 of Lecture Notes in Computer Science, page 59-64. Springer, (2013)Learning Analytics to Support the Use of Virtual Worlds in the Classroom., and . CHI-KDD, volume 7947 of Lecture Notes in Computer Science, page 358-365. Springer, (2013)Personalized Storytelling for Educational Computer Games., , and . SGDA, volume 6944 of Lecture Notes in Computer Science, page 13-22. Springer, (2011)