Publications by the researcher in collaboration with ÁNGEL SERRANO LAGUNA (13)

2018

  1. A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes

    Multimedia Tools and Applications, Vol. 77, Núm. 2, pp. 2849-2871

2017

  1. Applying standards to systematize learning analytics in serious games

    Computer Standards and Interfaces, Vol. 50, pp. 116-123

2015

  1. Building a Scalable Game Engine to Teach Computer Science Languages

    Revista Iberoamericana de Tecnologias del Aprendizaje, Vol. 10, Núm. 4, pp. 253-261

  2. Creating interactive content in android devices: The mokap hackaton

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

  3. Introducing mokap: A novel approach to creating serious games

    ACM International Conference Proceeding Series

2014

  1. A game engine to learn computer science languages

    Proceedings - Frontiers in Education Conference, FIE

  2. Application of Learning Analytics in educational videogames

    Entertainment Computing, Vol. 5, Núm. 4, pp. 313-322

  3. Applying learning analytics to simplify serious games deployment in the classroom

    IEEE Global Engineering Education Conference, EDUCON

  4. Development of a game engine for accessible web-based games

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

  5. Towards a low cost adaptation of educational games for people with disabilities

    Computer Science and Information Systems, Vol. 11, Núm. 1, pp. 369-391

2012

  1. E-UCM (Grupo de Investigación en e-learning), UCM

    IE Comunicaciones: Revista Iberoamericana de Informática Educativa, Núm. 15, pp. 37-46

  2. Towards universal game development in education: Automatic and semiautomatic methodologies

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

  3. Tracing a little for big improvements: Application of learning analytics and videogames for student assessment

    Procedia Computer Science