publication venue for
- Do Video Games Enhance Competencies and Skills? A Study Case on Civil Engineering Students. 18:799-807. 2024
- Unleashing Creativity Through Paidia: Free Play in Learning and Work. 18:948-954. 2024
- Kuxtal: Student Motivation Through Megagames in Higher Education Design Students. 2023-October:390-400. 2023
- Proposal for a Participatory Methodology for the Creation of Serious Games. 2023-October:475-481. 2023
- What do we Evaluate in Serious Games? A Systematic Review. 2023-October:482-489. 2023
- Game-based Learning. A tool that Enhances the Collaborative Work: A Case study of Undergraduate Students. 2022-October:570-577. 2022
- Gamification for the Development of Competencies in Tec21 Based on Mixed Reality. 2022-October:482-490. 2022
- Learning to Escape or Escaping to Have Fun? Do Educational Escape Rooms Positively Impact Students Performance in Business Higher Education?. 2022-October:368-376. 2022
- Visualization, Serious Games and Decision Making. 2022-October:225-235. 2022
- The effect of collaborative gamification in the student's experience in a mathematics course. 2021-September:117-123. 2021
- Gamification and self-directed learning. 2020September:417-426. 2020
- Lost: A serious game to develop a comprehensive vision of logistics. 2019-October:550-559. 2019
- Undertaking: A business game for 21st-century undergraduate skills. 2019-October:995-998. 2019