Antonio Calvo-Morata

Orcid: 0000-0001-8701-7582

According to our database1, Antonio Calvo-Morata authored at least 28 papers between 2015 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Online presence:

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Bibliography

2024
AI Asyet Another Tool in Undergraduate Student Projects: Preliminary Results.
Proceedings of the IEEE Global Engineering Education Conference, 2024

Games for Coding to Attract New Students to STEM.
Proceedings of the IEEE Global Engineering Education Conference, 2024

2023
Evidence-based evaluation of a serious game to increase bullying awareness.
Interact. Learn. Environ., February, 2023

Using New AI-Driven Techniques to Ease Serious Games Authoring.
Proceedings of the IEEE Frontiers in Education Conference, 2023

Bootstrapping serious games to assess learning through analytics.
Proceedings of the IEEE Global Engineering Education Conference, 2023

2022
Game Learning Analytics:: Blending Visual and Data Mining Techniques to Improve Serious Games and to Better Understand Player Learning.
J. Learn. Anal., December, 2022

Bioelectrical signals use in videogames for evaluation purposes.
Dataset, October, 2022

Scoping Review of Bioelectrical Signals Uses in Videogames for Evaluation Purposes.
IEEE Access, 2022

Serious Games for Social Problems.
Proceedings of the Learning Technologies and Systems, 2022

2021
Creating awareness on bullying and cyberbullying among young people: Validating the effectiveness and design of the serious game Conectado.
Telematics Informatics, 2021

Data science meets standardized game learning analytics.
Proceedings of the IEEE Global Engineering Education Conference, 2021

2020
Validation of a Cyberbullying Serious Game Using Game Analytics.
IEEE Trans. Learn. Technol., 2020

Applications of Simva to Simplify Serious Games Validation and Deployment.
Rev. Iberoam. de Tecnol. del Aprendiz., 2020

Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review.
Comput. Educ., 2020

2019
Improving Teacher Game Learning Analytics Dashboards through ad-hoc Development.
J. Univers. Comput. Sci., 2019

Game Learning Analytics, Facilitating the Use of Serious Games in the Class.
Rev. Iberoam. de Tecnol. del Aprendiz., 2019

Lessons learned applying learning analytics to assess serious games.
Comput. Hum. Behav., 2019

Applications of data science to game learning analytics data: A systematic literature review.
Comput. Educ., 2019

Applicability of a Cyberbullying Videogame as a Teacher Tool: Comparing Teachers and Educational Sciences Students.
IEEE Access, 2019

Simplifying the Validation and Application of Games with Simva.
Proceedings of the Emerging Technologies for Education - 4th International Symposium, 2019

Using Simva to evaluate serious games and collect game learning analytics data.
Proceedings of the Learning Analytics Summer Institute Spain 2019: Learning Analytics in Higher Education, 2019

Simva: Simplifying the Scientific Validation of Serious Games.
Proceedings of the 19th IEEE International Conference on Advanced Learning Technologies, 2019

Game Learning Analytics for Educators.
Proceedings of the IEEE Global Engineering Education Conference, 2019

2018
Making Understandable Game Learning Analytics for Teachers.
Proceedings of the Advances in Web-Based Learning - ICWL 2018, 2018

2017
Systematizing game learning analytics for serious games.
Proceedings of the 2017 IEEE Global Engineering Education Conference, 2017

2016
Computers or Tablets? Choosing Devices for Educational Videogames.
Proceedings of the 8th International Conference on Games and Virtual Worlds for Serious Applications, 2016

Tools and approaches for simplifying serious games development in educational settings.
Proceedings of the 2016 IEEE Global Engineering Education Conference, 2016

2015
Creating Interactive Content in Android Devices: The Mokap Hackaton.
Proceedings of the End-User Development - 5th International Symposium, 2015


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