Wim Westera
Orcid: 0000-0003-2389-3107
According to our database1,
Wim Westera
authored at least 61 papers
between 2003 and 2022.
Collaborative distances:
Collaborative distances:
Timeline
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Online presence:
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on twitter.com
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on orcid.org
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on open.ou.nl
On csauthors.net:
Bibliography
2022
Int. J. Serious Games, 2022
2021
Int. J. Serious Games, 2021
2020
Artificial intelligence moving serious gaming: Presenting reusable game AI components.
Educ. Inf. Technol., 2020
2019
Toward reusable game technologies: assessing the usability of the RAGE component-based architecture framework.
EAI Endorsed Trans. Serious Games, 2019
Multim. Tools Appl., 2019
Why and How Serious Games can Become Far More Effective: Accommodating Productive Learning Experiences, Learner Motivation and the Monitoring of Learning Gains.
J. Educ. Technol. Soc., 2019
Quality of Reusable Game Software: Empowering Developers with Automated Quality Checks.
Proceedings of the 19th IEEE International Conference on Software Quality, 2019
Serious Gaming Coming of Age: Implementing a European Innovation Policy to Amplify Serious Game Development.
Proceedings of the 3rd International Symposium on Gamification and Games for Learning, 2019
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019
Proceedings of the IEEE Conference on Games, 2019
Learning Analytics Should Analyse the Learning: Proposing a Generic Stealth Assessment Tool.
Proceedings of the IEEE Conference on Games, 2019
2018
Simulating serious games: a discrete-time computational model based on cognitive flow theory.
Interact. Learn. Environ., 2018
Automated essay scoring in applied games: Reducing the teacher bandwidth problem in online training.
Comput. Educ., 2018
Accommodating Stealth Assessment in Serious Games: Towards Developing a Generic Tool.
Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications, 2018
Proceedings of the Serious Games - 4th Joint International Conference, 2018
Proceedings of the Games and Learning Alliance - 7th International Conference, 2018
2017
J. Comput. Sci., 2017
Interact. Learn. Environ., 2017
The RAGE Game Software Components Repository for Supporting Applied Game Development.
Int. J. Serious Games, 2017
ReaderBench Learns Dutch: Building a Comprehensive Automated Essay Scoring System for Dutch Language.
Proceedings of the Artificial Intelligence in Education - 18th International Conference, 2017
Automated Adaptation and Assessment in Serious Games: A Portable Tool for Supporting Learning.
Proceedings of the Advances in Computer Games - 15th International Conferences, 2017
2016
Structured reflection breaks embedded in an online course - effects on learning experience, time on task and performance.
Interact. Learn. Environ., 2016
Interact. Learn. Environ., 2016
Data Fusion for Real-time Multimodal Emotion Recognition through Webcams and Microphones in E-Learning.
Int. J. Hum. Comput. Interact., 2016
Int. J. Comput. Games Technol., 2016
Educ. Inf. Technol., 2016
Educ. Inf. Technol., 2016
Proceedings of the Serious Games - Second Joint International Conference, 2016
RAGE Reusable Game Software Components and Their Integration into Serious Game Engines.
Proceedings of the Software Reuse: Bridging with Social-Awareness, 2016
The RAGE Advanced Game Technologies Repository for Supporting Applied Game Development.
Proceedings of the Games and Learning Alliance - 5th International Conference, 2016
2015
Collaboration scripts for mastership skills: online game about classroom dilemmas in teacher education.
Interact. Learn. Environ., 2015
Games are motivating, aren't they? Disputing the arguments for digital game-based learning.
Int. J. Serious Games, 2015
On the cybernetic arrangement of feedback in serious games: A systems-theoretical perspective.
Educ. Inf. Technol., 2015
Proceedings of the Games and Learning Alliance - 4th International Conference, 2015
Proceedings of the 5th Workshop on Awareness and Reflection in Technology Enhanced Learning In conjunction with the 10th European Conference on Technology Enhanced Learning: Design for Teaching and Learning in a Networked World, 2015
2014
Introducing serious games with Wikis: empowering the teacher with simple technologies.
Interact. Learn. Environ., 2014
Serious Gaming Analytics: What Students' Log Files Tell Us about Gaming and Learning.
Int. J. Serious Games, 2014
Proceedings of the IEEE 14th International Conference on Advanced Learning Technologies, 2014
Proceedings of the Games and Learning Alliance - Third International Conference, 2014
Structuring Collaboration Scripts - Optimizing Online Group Work on Classroom Dilemmas in Teacher Education.
Proceedings of the CSEDU 2014, 2014
2013
Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands.
Comput. Educ., 2013
Learning Analytics in Serious Gaming: Uncovering the Hidden Treasury of Game Log Files.
Proceedings of the Games and Learning Alliance - Second International Conference, 2013
Proceedings of the Games and Learning Alliance - Second International Conference, 2013
Proceedings of the Games and Learning Alliance - Second International Conference, 2013
2012
Introducing the "Serious Games Mechanics" A Theoretical Framework to Analyse Relationships Between "Game" and"Pedagogical Aspects" of Serious Games.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012
Br. J. Educ. Technol., 2012
Proceedings of the 2nd Workshop on Awareness and Reflection in Technology-Enhanced Learning, 2012
2011
On the Changing Nature of Learning Context: Anticipating the Virtual Extensions of the World.
J. Educ. Technol. Soc., 2011
2009
Interact. Learn. Environ., 2009
Proceedings of the Second International Workshop on Mashup Personal Learning Environments (MUPPLE09) Nice, 2009
2008
J. Comput. Assist. Learn., 2008
2007
Peer-Allocated Instant Response (PAIR): Computational Allocation of Peer Tutors in Learning Communities.
J. Artif. Soc. Soc. Simul., 2007
2005
Achieving E-learning with IMS Learning Design - Workflow Implications at the Open University of the Netherlands.
J. Educ. Technol. Soc., 2005
Beyond functionality and technocracy: creating human involvement with educational technology.
J. Educ. Technol. Soc., 2005
2003
Interact. Learn. Environ., 2003