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Publications

Overall TARGET project has been disseminated through

- 58 conference papers presented at 48 different international conferences/seminars

- 8 conference presentations presented at 5 different international conferences/seminars

- 4 scientific journal papers

- 5 book chapters

- 7 workshops at international conferences

- 33 different workshops and other demonstration/dissemination events with national and international audience

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# Article Title Hits
1 Virtual Summer School in Second Life: Supporting Creative Communities 151
2 Methods for transferring knowledge and building content in serious games 161
3 Applied Cognitive Task Analysis in the Context of Serious Games Development 229
4 Using ACTA methodology to Elicit Expert Knowledge for Serious Games – the TARGET Approach 229
5 Didactical Competence Modeller: Dynamic Story Creation for Serious Games 153
6 Collaborative Virtual Environments for Reflective Community Building at Work: the Case of TARGET 198
7 A Competence Performance Analyser Tool for Assessing Players' Activity in Serious Games 170
8 Using CbKST for Learning Path Recommendation in Game-based Learning 161
9 Using Behavioural Indicators to Assess Competences in a Sustainable Manufacturing Learning Scenario 160
10 Learning by playing – the role of serious games in competence development in project management 165
11 Supporting Collaborative Creativity with Educational Visualizations in 3D Virtual Worlds 157
12 Transcending Self-Reference - Disciplinary Integration as Threshold Concepts 175
13 Lessons Learnt from Contextualized Interactive Story Driven Development Methodology 151
14 The Application of the CISD2 Methodology for the Definition of a Serious Game Competence-Based Learning Scenario in the Domain of Sustainable Manufacturing 128
15 The Challenge of Learning for Networked SMEs to Increase Competitiveness in Virtual Enterprises 150
16 Learning Computer-Mediated Cooperation in 3D Visualization Projects 159
17 Inferring a Learner´s Cognitive, Motivational and Emotional State in a Digital Educational Game 175
18 Formal and Informal Collaborative Learning in 3D Virtual Campuses 149
19 Embedding Threshold Concepts into Hierarchical Concept Structures 158
20 Challenges of Introducing Serious Games and Virtual Worlds in Educational Curriculum 167
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