Olivier Heidmann

Orcid: 0000-0002-4517-2514

Affiliations:
  • Institute for Research and Technology Thessaly, Volos, Greece


According to our database1, Olivier Heidmann authored at least 19 papers between 2013 and 2023.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

On csauthors.net:

Bibliography

2023
Gamified Collaborative Learning for Innovation.
Proceedings of the Future Technologies Conference, 2023

2022
Constructing Seamless Learning Through Game-Based Learning Experiences.
Int. J. Mob. Blended Learn., 2022

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

2021
Teaching Soft Skills in Engineering Education: An European Perspective.
IEEE Access, 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 Virtual Environment to Support Digital Education Readiness and Creative Skills.
Proceedings of the 23rd International Symposium on Computers in Education, 2021

Collaborative decision-making in software research projects: the innovation challenge.
Proceedings of the 8th International Conference on Information Technology and Quantitative Management, 2021

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

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

2016
A Serious Game for Digital Skill Building Among Individuals at Risk, Promoting Employability and Social Inclusion.
Proceedings of the Serious Games, Interaction and Simulation, 2016

The LabRint Serious Game: A New Intelligence Analysis Methodology.
Proceedings of the Serious Games, Interaction and Simulation, 2016

2015
How to create a serious game?
EAI Endorsed Trans. Serious Games, 2015

A Gamified Community for Fostering Learning Engagement Towards Preventing Early School Leaving.
Proceedings of the Serious Games, Interaction, and Simulation, 2015

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

2013
Serious Game Design for Vehicular Language Learning Addressing Work Needs.
Proceedings of the Games and Learning Alliance - Second International Conference, 2013


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