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1. Rethinking Gamification Through Artificial Intelligence

8. Two Novel Use-Cases for Non-Fungible Tokens (NFTs).

13. Blockchain technologies in the educational sector. Results of the initial data collection

14. Use of blockchain technologies within the creative industry to combat fraud in the production and (re)sale of collectibles

15. Game! crime? The shadow economy around digital games as a playground for cybercrime

16. On the use of blockchain technologies and digital identity to safeguard and verify the integrity of source material

17. Adaptive learning and assessment : from the teachers' perspective

18. Digital storytelling as an opportunity for non-profit organizations : implementing storytelling on social media for charity

19. Lessons learnt from the user journey of well-known digital games for the development of educational software

20. Stem education meets exercise : introducing the run challenge project in the midst of the Covid-19 crisis

21. Teaching financial literacy around the topic of games : a case study

22. What role can blockchain-based digital identities play to counteract (cyber)crime in relation to assessment results and credentials in the educational sector? A glimpse into the future

23. The use of blockchain technologies to issue and verify micro-credentials for customised educational journeys : presentation of a demonstrator

24. Development and operation of emerging technologies labs and makerspaces in the midst of the Covid-19 crisis : a case study

27. Beyond classical gamification : in- and around-game gamification for education

28. Blockchain technologies as data storage for test results and certificates - the human factor

29. The use of blockchain-supported reward systems for knowledge transfer between generations

30. Create digital games for education : dame design as a teaching methodology

31. Introducing the concept of digital-agent signatures for human- robot-robot-human interaction

32. Blockchain technologies and social media : a snapshot

33. The role of blockchain technologies in digital assessment

34. Life-world oriented education in the times of the Covid-19 lockdown. Twitch.tv as pedagogical tool

36. Blockchain technologies for the validation, verification, authentication and storing of students' data

40. Peer2Peer Communication via Testnet Systems of Blockchain Networks: A new Playground for Cyberterrorists?

43. Games, design and assessment : how game designers are doing it right

44. An Approach Towards Architecture-Independent Output for Generative Networks: Texturing Aerial Town Maps for Roleplaying Games

45. The Brokenness in Our Recommendation Systems: Computational Art for an Ethical Use of A.I.

46. Algorithms, Ethics and Justice

47. A Criticism of the Technological Singularity

48. Exploring Reinforcement Learning: A Case Study Applied to the Popular Snake Game

49. Training Social Skills in Virtual Reality Machine Learning as a Process of Co-Creation

50. SoliNomic: A Self-modifying Smart Contract Game Exploring Reflexivity in Law

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