Daniel López-Fernández
Orcid: 0000-0003-1265-010X
According to our database1,
Daniel López-Fernández
authored at least 35 papers
between 2015 and 2024.
Collaborative distances:
Collaborative distances:
Timeline
Legend:
Book In proceedings Article PhD thesis Dataset OtherLinks
Online presence:
-
on orcid.org
On csauthors.net:
Bibliography
2024
Are Educational Escape Rooms More Effective Than Traditional Lectures for Teaching Software Engineering? A Randomized Controlled Trial.
IEEE Trans. Educ., October, 2024
Are Remote Educational Escape Rooms Designed During the Pandemic Useful in a Postpandemic Face-to-Face Setting?
IEEE Internet Comput., 2024
Adoption and Impact of ChatGPT in Computer Science Education: A Case Study on a Database Administration Course.
CoRR, 2024
Examining and Comparing the Effectiveness of Virtual Reality Serious Games and LEGO Serious Play for Learning Scrum.
CoRR, 2024
Comparing a LEGO® Serious Play Activity With a Traditional Lecture in Software Engineering Education.
IEEE Access, 2024
2023
Using 3-D Printed Badges to Improve Student Performance and Reduce Dropout Rates in STEM Higher Education.
IEEE Trans. Educ., December, 2023
Learning and Motivational Impact of Using a Virtual Reality Serious Video Game to Learn Scrum.
IEEE Trans. Games, September, 2023
Learning and Motivational Impact of Game-Based Learning: Comparing Face-to-Face and Online Formats on Computer Science Education.
IEEE Trans. Educ., August, 2023
Reliability in software engineering qualitative research through Inter-Coder Agreement.
J. Syst. Softw., August, 2023
Comparing effectiveness of educational video games of different genres in computer science education.
Entertain. Comput., August, 2023
Using 3D printed badges to improve student performance and reduce dropout rates in STEM higher education.
CoRR, 2023
IEEE Computer Graphics and Applications, 2023
Proceedings of the IEEE Frontiers in Education Conference, 2023
A Comparison of the Usefulness of Game-Based Learning and Video-Based Learning for Teaching Software Engineering in Online Environments.
Proceedings of the IEEE Frontiers in Education Conference, 2023
2022
IEEE Trans. Software Eng., 2022
IEEE Trans. Software Eng., 2022
Comparing the Effectiveness of Video-Based Learning and Game-Based Learning Using Teacher-Authored Video Games for Online Software Engineering Education.
IEEE Trans. Educ., 2022
Entertain. Comput., 2022
YoungRes: A Serious Game-Based Intervention to Increase Youngsters Resilience Against Extremist Ideologies.
IEEE Access, 2022
2021
Comparing Traditional Teaching and Game-Based Learning Using Teacher-Authored Games on Computer Science Education.
IEEE Trans. Educ., 2021
CF4J 2.0: Adapting Collaborative Filtering for Java to new challenges of collaborative filtering based recommender systems.
Knowl. Based Syst., 2021
Empir. Softw. Eng., 2021
IEEE Computer Graphics and Applications, 2021
2020
Inter-Coder Agreement for Improving Reliability in Software Engineering Qualitative Research.
CoRR, 2020
CoRR, 2020
Evaluating an Educational Escape Room Conducted Remotely for Teaching Software Engineering.
IEEE Access, 2020
Entornos parcialmente no euclidianos en realidad virtual(Partially non-Euclidean environments in virtual reality).
Proceedings of the VI Congreso de la Sociedad Española para las Ciencias del Videojuego, 2020
2019
Proceedings of the IEEE Frontiers in Education Conference, 2019
Motivation of Computer Science Students at Universities Organized around Small Groups.
Proceedings of the IEEE Global Engineering Education Conference, 2019
2016
Assessment and development of transversal competences based on student's autonomous learning.
Proceedings of the 2016 IEEE Global Engineering Education Conference, 2016
2015
Estudios y herramientas para la evaluación y la mejora de la motivación en la ingeniería del software.
PhD thesis, 2015
Motivation in engineering education a framework supported by evaluation instruments and enhancement resources.
Proceedings of the IEEE Global Engineering Education Conference, 2015