Carlos Vaz de Carvalho

Orcid: 0000-0001-6587-5893

According to our database1, Carlos Vaz de Carvalho authored at least 80 papers between 2000 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

On csauthors.net:

Bibliography

2024
An Educational Escape Room Game to Develop Cybersecurity Skills.
Comput., August, 2024

Training and Certification of Competences through Serious Games.
Comput., August, 2024

An Interactive Pedagogical Tool for Simulation of Controlled Rectifiers.
Inf., June, 2024

Using a Game to Educate About Sustainable Development.
Multimodal Technol. Interact., 2024

2023
Mindfulness Lessons in a Virtual Natural Environment to Cope with Work-Related Stress.
Proceedings of the Methodologies and Intelligent Systems for Technology Enhanced Learning, 2023

2022
Deep Reinforcement Learning-Based iTrain Serious Game for Caregivers Dealing with Post-Stroke Patients.
Inf., 2022

Editorial: Serious games - Volume II.
Frontiers Comput. Sci., 2022

Students and Teachers' Need for Sustainable Education: Lessons from the Pandemic.
Comput., 2022

Game-Based Learning, Gamification in Education and Serious Games.
Comput., 2022

Using a MOOC to Train Teachers to Design and Deliver MOOCs.
Proceedings of the Learning Technologies and Systems, 2022

The Ways of Recognition of Open Online Courses.
Proceedings of the Information and Software Technologies - 28th International Conference, 2022

Impact of Serious Game Design Factors and Problem based Pedagogy on Learning outcome.
Proceedings of the International Conference on Frontiers of Information Technology, 2022

2021
Editorial: Serious Games.
Frontiers Comput. Sci., 2021

Developing Emotional Intelligence with a Game: The League of Emotions Learners Approach.
Comput., 2021

Teaching Soft Skills in Engineering Education: An European Perspective.
IEEE Access, 2021

Using Dynamic Difficulty Adjustment to Improve the Experience and Train FPS Gamers.
Proceedings of the TEEM'21: Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality, Barcelona, Spain, October 26, 2021

A collaborative city-based game to support soft skills development in engineering and economics.
Proceedings of the 23rd International Symposium on Computers in Education, 2021

A Game-Based Approach to Manage Technostress at Work.
Proceedings of the Methodologies and Intelligent Systems for Technology Enhanced Learning, 2021

Self-assessing Teachers' Competences for Curricula Modernization Through MOOCs.
Proceedings of the Information and Software Technologies - 27th International Conference, 2021

2020
Creating Competitive Opponents for Serious Games through Dynamic Difficulty Adjustment.
Inf., 2020

Addressing the Gender Gap in Computer Programming Through the Design and Development of Serious Games.
Rev. Iberoam. de Tecnol. del Aprendiz., 2020

Teachers' skills required to design and deliver MOOCs in Engineering Education.
Proceedings of the IEEE Learning With MOOCS, 2020

Work-in-Progress: Soft-skills Development for Higher Education Engineering and Economic Students using HERA Collaborative Serious Games.
Proceedings of the 2020 IEEE Global Engineering Education Conference, 2020

Work in Progress: A MOOC-based Innovative Instructional Approach for Curriculum Design.
Proceedings of the 2020 IEEE Global Engineering Education Conference, 2020

2019
Overcoming the Silver Generation Digital Gap.
J. Univers. Comput. Sci., 2019

Inclusive Educational Resources.
Rev. Iberoam. de Tecnol. del Aprendiz., 2019

Cooperation Between Europe and Asia in Active Learning in Engineering Education.
Proceedings of the IEEE International Conference on Engineering, Technology and Education, 2019

Developing Entrepreneurship Skills with a Serious Game.
Proceedings of the HCI in Games, 2019

Virtual Experiential Learning in Engineering Education.
Proceedings of the IEEE Frontiers in Education Conference, 2019

LearnIt: A Serious Game to Support Study Methods in Engineering Education.
Proceedings of the IEEE Global Engineering Education Conference, 2019

Teaching Design Thinking through Gamified Learning.
Proceedings of the 11th International Conference on Computer Supported Education, 2019

Active Problem-based Learning for Engineering Higher Education.
Proceedings of the 11th International Conference on Computer Supported Education, 2019

2018
A simulation tool to promote active learning of controlled rectifiers.
Comput. Appl. Eng. Educ., 2018

Technology Enhanced Learning for Senior Citizens.
Proceedings of the Advances in Web-Based Learning - ICWL 2018, 2018

Digital Information Access for Ageing Persons.
Proceedings of the 18th IEEE International Conference on Advanced Learning Technologies, 2018

Introducing lean and agile methodologies into engineering higher education: The cases of Greece, Portugal, Spain and Estonia.
Proceedings of the 2018 IEEE Global Engineering Education Conference, 2018

2017
A Recommender Model of Teaching-Learning Techniques.
Proceedings of the Progress in Artificial Intelligence, 2017

Collecting and Analysing Learners Data to Support the Adaptive Engine of OPERA, a Learning System for Mathematics.
Proceedings of the CSEDU 2017, 2017

2015
Editorial: the NOVATICA collaboration.
EAI Endorsed Trans. Serious Games, 2015

To Enliven Virtual Communities of Practice through Gamification.
EAI Endorsed Trans. Serious Games, 2015

A Virtual City Environment for Engineering Problem Based Learning.
Proceedings of the Serious Games, Interaction, and Simulation, 2015

Editorial.
Proceedings of the Serious Games, Interaction, and Simulation, 2015

Dynamic Serious Games Balancing.
Proceedings of the Serious Games, Interaction, and Simulation, 2015

Relation Between Game Genres and Competences for In-Game Certification.
Proceedings of the Serious Games, Interaction, and Simulation, 2015

eCity: Virtual city environment for engineering problem based learning.
Proceedings of the IEEE Global Engineering Education Conference, 2015

2014
Ongoing Projects on Serious Games.
EAI Endorsed Trans. Serious Games, 2014

Serious Games Conferences and Events.
EAI Endorsed Trans. Serious Games, 2014

Current and Future Trends in Game-Based Learning.
EAI Endorsed Trans. Serious Games, 2014

Lean Games Approaches - Simulation Games and Digital Serious Games.
Int. J. Adv. Corp. Learn., 2014

Design of Learning Activities - Pedagogy, Technology and Delivery Trends.
EAI Endorsed Trans. e Learn., 2014

Cross-Artefacts for the Purpose of Education.
Proceedings of the New Perspectives in Information Systems and Technologies, 2014

TimeMesh: Producing and Evaluating a Serious Game.
Proceedings of the XV International Conference on Human Computer Interaction, 2014

Can SME Managers Learn from Games?
Proceedings of the XV International Conference on Human Computer Interaction, 2014

Skill and Competence Development Through Games.
Proceedings of the 16th International Conference on Information Integration and Web-based Applications & Services, 2014

OTILIA - An architecture for the recommendation of teaching-learning techniques supported by an ontological approach.
Proceedings of the IEEE Frontiers in Education Conference, 2014

2013
Welcome message from the Editors-in-Chief.
EAI Endorsed Trans. Serious Games, 2013

TimeMesh - A Serious Game for European Citizenship.
EAI Endorsed Trans. Serious Games, 2013

Improving Experiential Learning with Haptic Experimentation.
Int. J. Online Biomed. Eng., 2013

Serious Games for Lean Manufacturing: The 5S Game.
Rev. Iberoam. de Tecnol. del Aprendiz., 2013

Innovative Approaches to Serious Games.
Rev. Iberoam. de Tecnol. del Aprendiz., 2013

Learning physics with virtual simulations.
Proceedings of the 2013 2nd Experiment@ International Conference (exp.at'13), 2013

2012
Editorial (en español).
Rev. Iberoam. de Tecnol. del Aprendiz., 2012

Editorial (en portugués).
Rev. Iberoam. de Tecnol. del Aprendiz., 2012

ITs in Engineering Education: Joining Efforts Between SPEE and IGIP.
Int. J. Eng. Pedagog., 2012

Is game-based learning suitable for engineering education?
Proceedings of the IEEE Global Engineering Education Conference, 2012

Time Mesh: An Educational Historical Game.
Proceedings of the 2012 IEEE Fourth International Conference On Digital Game And Intelligent Toy Enhanced Learning, 2012

The Learning Design in Education Today - Putting Pedagogical Content Knowledge into Practice.
Proceedings of the CSEDU 2012, 2012

2011
Fostering Collaborative Work between educators in higher education.
Proceedings of the IEEE International Conference on Systems, 2011

Serious gaming for experiential learning.
Proceedings of the 2011 Frontiers in Education Conference, 2011

Building a medical learning methodology based on open source technologies.
Proceedings of the 2011 Frontiers in Education Conference, 2011

2010
Applying and Reusing Knowledge in a Repository.
Proceedings of the ICALT 2010, 2010

A Semantic Approach for Learning Objects Repositories with Knowledge Reuse.
Proceedings of the Knowledge Engineering and Management by the Masses, 2010

Advanced Networking Technologies Study Programme: A Design Based on Competences.
Proceedings of the Sixth Advanced International Conference on Telecommunications, 2010

2009
Personalized Learning Activities Based on the Student's Intelligence Skills.
Proceedings of the 9th IEEE International Conference on Advanced Learning Technologies, 2009

2008
Effective characterisation of learning objects.
Int. J. Adv. Media Commun., 2008

User Modeling in Adaptive Hypermedia Educational Systems.
J. Educ. Technol. Soc., 2008

A Framework to Scaffoldthe Reuse of Learning Objects.
Proceedings of the 8th IEEE International Conference on Advanced Learning Technologies, 2008

2006
A Model for the Effective Reuse of Learning Objects in Repositories.
Proceedings of the 6th IEEE International Conference on Advanced Learning Technologies, 2006

2005
The Use of an Adaptive Hypermedia Learning System to Support a New Pedagogical Model.
Proceedings of the 5th IEEE International Conference on Advanced Learning Technologies, 2005

2000
Upgrading Face to Face Higher Education Learning using a Web based environment.
Proceedings of WebNet 2000 - World Conference on the WWW and Internet, San Antonio, Texas, USA, October 30, 2000


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