Digital Library
Close Browse articles from a journal
     Journal description
       All volumes of the corresponding journal
         All issues of the corresponding volume
                                       All articles of the corresponding issues
 
                             20 results found
no title author magazine year volume issue page(s) type
1 Accessible software development: a conceptual model proposal Silva, João Sousa e
2019
18 3 p. 703-716
article
2 Agile development of multiplatform educational video games using a Domain-Specific Language González García, Cristian
2019
18 3 p. 599-614
article
3 A guide for making video games accessible to users with cerebral palsy Compañ-Rosique, Patricia
2019
18 3 p. 565-581
article
4 Analyzing the usability of the WYRED Platform with undergraduate students to improve its features García-Peñalvo, Francisco J.
2019
18 3 p. 455-468
article
5 Beyond engagement: an EEG-based methodology for assessing user’s confusion in an educational game Zhou, Yun
2019
18 3 p. 551-563
article
6 Creating different learning experiences: assessment of usability factors in an interactive three-dimensional holographic projection system for experiential learning Huang, Hsinfu
2019
18 3 p. 443-453
article
7 Design and evaluation of a graphical user interface for facilitating expert knowledge transfer: a teleoperation case study Rodríguez-Sedano, F. J.
2019
18 3 p. 431-442
article
8 ECLECTIC as a learning ecosystem for higher education disruption Moreira, Fernando
2019
18 3 p. 615-631
article
9 Engagement in the course of programming in higher education through the use of gamification Rojas-López, Arturo
2019
18 3 p. 583-597
article
10 Extending UTAUT2 toward acceptance of mobile learning in the context of higher education Arain, Aijaz Ahmed
2019
18 3 p. 659-673
article
11 Game for aNy heuristic evaluation (G4NHE): a generalization of the G4H gamification considering different sets of usability heuristics de Souza Filho, José Cezar
2019
18 3 p. 489-505
article
12 Improving student engagement in a biometric classroom: the contribution of gamification Milenković, Ivan
2019
18 3 p. 523-532
article
13 Interactive and collaborative technological ecosystems for improving academic motivation and engagement Fonseca, David
2019
18 3 p. 423-430
article
14 Methodology I’M IN applied to workshop: successful educational practice for consultants in user experience with gamification fields Villegas, Eva
2019
18 3 p. 507-521
article
15 Modelling an interplay of adoption determinants with respect to social Web applications used in massive online open courses Orehovački, Tihomir
2019
18 3 p. 469-487
article
16 Teachers as designers of formative e-rubrics: a case study on the introduction and validation of go/no-go criteria Company, Pedro
2019
18 3 p. 675-688
article
17 Technological ecosystems and ontologies for an educational model based on Web 3.0 Sein-Echaluce, María Luisa
2019
18 3 p. 645-658
article
18 The educative model is changing: toward a student participative learning framework 3.0—editing Wikipedia in the higher education Mareca, María Pilar
2019
18 3 p. 689-701
article
19 Understanding student behavior and perceptions toward earning badges in a gamified MOOC Ortega-Arranz, Alejandro
2019
18 3 p. 533-549
article
20 Using multimodal learning analytics to study collaboration on discussion groups Riquelme, Fabian
2019
18 3 p. 633-643
article
                             20 results found
 
 Koninklijke Bibliotheek - National Library of the Netherlands