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The Open Innovation Exchange Platform: Experiences of Implementing a Business Community Engagement Platform for Channeling IP Development and Collaboration with Local Businesses.

, , , , , , , , and . ICEBE, page 118-125. IEEE Computer Society, (2013)

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Facilitating Intuitive-Guided Learning in a Serious Game through Integration with a Learning Content Management System., , , , and . CISIS, page 265-272. IEEE Computer Society, (2014)Preface on special session "co-design and co-creation of location-based mobile serious games for distilling adaptation, personalisation and support"., and . SMAP, page xi-xii. IEEE, (2016)The Open Innovation Exchange Platform: Experiences of Implementing a Business Community Engagement Platform for Channeling IP Development and Collaboration with Local Businesses., , , , , , , , and . ICEBE, page 118-125. IEEE Computer Society, (2013)Identifying and classifying learning entities for designing location-based serious games., and . SMAP, page 133-138. IEEE, (2016)THE GROWTH: An Environmental Game Focusing on Overpopulation Issues., , , and . HCI (17), volume 8526 of Lecture Notes in Computer Science, page 210-221. Springer, (2014)Providing Career Guidance to Adolescents through Digital Games: A Case Study., , , , , , and . Int. J. Game Based Learn., 4 (4): 58-70 (2014)Assessing the Reach and Impact of Game-Based Learning Approaches to Cultural Competency and Behavioural Change., , , , , and . CoRR, (2014)Essential features of serious games design in higher education: Linking learning attributes to game mechanics., , , , , and . BJET, 48 (4): 972-994 (2017)Advances in MASELTOV - Serious Games in a Mobile Ecology of Services for Social Inclusion and Empowerment of Recent Immigrants., , , , , , , , , and . Advances in Computer Entertainment, volume 8253 of Lecture Notes in Computer Science, page 440-455. Springer, (2013)Fostering Science Teachers' Design for Inquiry-Based Learning by Using a Serious Game., , , , and . ICALT, page 222-226. IEEE Computer Society, (2014)