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1. The Effect of Culture and Social-Cognitive Characteristics on App Preference and Willingness to Use a Fitness App.

2. Predicting the Persuasiveness of Influence Strategies From Student Online Learning Behaviour Using Machine Learning Methods.

3. Modeling the Impact of Motivation Factors on Students' Study Strategies and Performance Using Machine Learning.

5. Evaluating the Impact of Serious Games on Study Skills and Habits.

6. Comparing the Student Engagement with Two Versions of a Game-based Learning Tool.

7. Automating Gamification Personalization to the User and Beyond.

8. The effects of personalized gamification on students' flow experience, motivation, and enjoyment.

9. Evaluating a Persuasive Intervention for Engagement in a Large University Class.

11. Preface to the special issue on fair, accountable, and transparent recommender systems.

12. Engaging Students in a Peer-Quizzing Game to Encourage Active Learning and Building a Student-Generated Question Bank.

13. Gender Preference and Difference in Behavior Modeling in Fitness Applications: A Mixed-Method Approach.

14. Persuasive Features that Drive the Adoption of a Fitness Application and the Moderating Effect of Age and Gender.

15. The Effect of Layout and Colour Temperature on the Perception of Tourism Websites for Mobile Devices.

16. Tower of Questions: A Peer-Quizzing Game to Engage Students in Question and Answer Posing.

19. Authoring Tools for Designing Intelligent Tutoring Systems: a Systematic Review of the Literature.

21. Improving the Efficacy of Games for Change Using Personalization Models.

31. Providing awareness, explanation and control of personalized filtering in a social networking site.

38. Modeling the efficacy of persuasive strategies for different gamer types in serious games for health.

39. A SUPER-AGENT-BASED FRAMEWORK FOR REPUTATION MANAGEMENT AND COMMUNITY FORMATION IN DECENTRALIZED SYSTEMS.

44. Minimizing Social Data Overload through Interest-Based Stream Filtering in a P2P Social Network.

46. Visualizing reciprocity to motivate participation in an online community.

49. The Role of Social Interaction Filter and Visualization in Casual Browsing.

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