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The Relation between Virtual Presence and Learning Outcomes in Serious Games - The Mediating Effect of Motivation.

. IxD&A, (2013)

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Learning with quizzes, simulations, and adventures: Students' attitudes, perceptions and intentions to learn with different types of serious games., and . Computers & Education, (2015)LiverDefense: Using a Tower Defense Game as a Customisable Research Tool., , , , , , , , , and . VS-GAMES, page 1-8. IEEE Computer Society, (2015)Impacts of behavioral engagement and self-monitoring on the development of mental models through serious games: Inferences from in-game measures., and . Computers in Human Behavior, (2016)Integrated Questionnaires: Maintaining Presence in Game Environments for Self-Reported Data Acquisition., , , , , , , , , and . CHI PLAY, page 359-368. ACM, (2015)LiverDefense: An Educational Tower Defense Game as an Evaluation Platform., , , , , , , , , and . JCSG, volume 9090 of Lecture Notes in Computer Science, page 186-190. Springer, (2015)The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games., and . Computers in Human Behavior, 28 (2): 648-658 (2012)Mobile Augmented Reality as an Orientation Aid: A Scavenger Hunt Prototype., , , , , , , , and . Intelligent Environments, page 172-175. IEEE, (2015)Relations Between the Tendency to Invest in Virtual Presence, Actual Virtual Presence, and Learning Outcomes in Educational Computer Games., and . Int. J. Hum. Comput. Interaction, 28 (12): 775-783 (2012)The Relation between Virtual Presence and Learning Outcomes in Serious Games - The Mediating Effect of Motivation.. IxD&A, (2013)Creating avatars for technology usage: Context matters.. Computers in Human Behavior, (2019)