yusuke1997/dblp-id-title huggingface dataset:
Semantics in the Edge: Sensors and actuators in the Web of Linked Data and Things
Meta-data for a lot of LOD
When linguistics meets web technologies. Recent advances in modelling linguistic linked data
A systematic survey of temporal requirements of bio-health ontologies
Neural language models for the multilingual, transcultural, and multimodal Semantic Web
Paraconsistent OWL and related logics
Ripple Down Rules for question answering
Discovering alignment relations with Graph Convolutional Networks: A biomedical case study
Special Issue on Semantic Web for Industrial Engineering: Research and Applications
DBpedia - A large-scale, multilingual knowledge base extracted from Wikipedia
TourMISLOD: A tourism linked data set
An infrastructure for probabilistic reasoning with web ontologies
Learning SHACL shapes from knowledge graphs
LinkedGeoData: A core for a web of spatial open data
Towards a new generation of ontology based data access
Ontologies and languages for representing mathematical knowledge on the Semantic Web
Detecting Linked Data quality issues via crowdsourcing: A DBpedia study
Answer selection in community question answering exploiting knowledge graph and context information
Linked Open Images: Visual similarity for the Semantic Web
Transformer-Based Architectures Versus Large Language Models in Semantic Event Extraction: Evaluating Strengths and Limitations
Hybrid reasoning on OWL RL
Gravsearch: Transforming SPARQL to query humanities data
Automatic detection of relation assertion errors and induction of relation constraints
Visualizing ontologies with VOWL
LinkedSpending: OpenSpending becomes Linked Open Data
Applying and developing semantic web technologies for exploiting a corpus in history of science: The case study of the Henri Poincaré correspondence
Editorial: Special issue on quality management of Semantic Web assets (data, services and systems)
Building relatedness explanations from knowledge graphs
A hierarchical aggregation framework for efficient multilevel visual exploration and analysis
Ontologies for observations and actuations in buildings: A survey
Deriving semantic validation rules from industrial standards: An OPC UA study
InteractOA : Showcasing the representation of knowledge from scientific literature in Wikidata
Towards a pattern science for the Semantic Web
Transition of legacy systems to semantically enabled applications: TAO method and tools
The knowledge reengineering bottleneck
Evaluating the quality of the LOD cloud: An empirical investigation
Survey of tools for Linked Data consumption
Ontology for observations and sampling features, with alignments to existing models
How ontologies benefit enterprise applications
An extended study of content and crowdsourcing-related performance factors in named entity annotation
Using ontologies to model human navigation behavior in information networks: A study based on Wikipedia
Discovery of emerging design patterns in ontologies using tree mining
Casual Learn: A linked data-based mobile application for learning about local Cultural Heritage
HiHo: A Hierarchical and Homogenous Subgraph Learning Model for Knowledge Graph Relation Prediction
Taxonomy enrichment with text and graph vector representations
How to deal with massively heterogeneous cultural heritage data - lessons learned in CultureSampo
Geospatial semantics and linked spatiotemporal data - Past, present, and future
Toward a Propensity-Oriented Player Typology in Educational Mobile Games
Emotional Agents in Educational Game Design: Heroes of Math Island
Game-Based Learning for Supply Chain Management: Assessing the Complexity of Games
Evaluating Social Change Games: Employing the RETAIN Model
Serious Games and Growth Mindsets: An Experimental Investigation of a Serious Gaming Intervention
Perceived Sociability and Social Presence in a Collaborative Serious Game
Developing Key Competencies in Primary Education Using Modern Board Games
Providing Career Guidance to Adolescents through Digital Games: A Case Study
Digital Games: Changing Education, One Raid at a Time
An Evaluation of the Added Value of Co-Design in the Development of an Educational Game for Road Safety
Career Choice With the Serious Game Like2be
Case Study 4: Using Game-Based Learning for Induction
Using Epistemic Game Development to Teach Software Development Skills
Wise Humanising Creativity: Changing How We Create in a Virtual Learning Environment
We are the Game Changers: An Open Gaming Literacy Programme
Forming The Guild: Star Power and Rethinking Projective Identity In Affinity Spaces
Fear of (Serious) Digital Games and Game-Based Learning?: Causes, Consequences and a Possible Countermeasure
A Novel 'Game Design' Methodology for STEM Program
Juvenile Offenders: Developing Motivation, Engagement, and Meaning-Making through Video Game Creation
Do Board Games Make People Smarter?: Two Initial Exploratory Studies
Open-Ended Mathematics Learning: Implications From the Design of a Sandbox Game
Pushing the Limits of Game-Based Instruction in Calculus: Assessing the Effects of Variant Limits
An Authoring Tool for Educational Adventure Games: Concept, Game Models and Authoring Processes
The Influence of Gamification Elements in Educational Environments
Arm Chair Activism: Serious Games usage by INGOs for Educational Change
Training Law Enforcement Officers to Identify Reliable Deception Cues With a Serious Digital Game
Why Games?: Use of Massively Multiplayer Online Games in English and Business Courses in Higher Education - Administrator and Faculty Perceptions
Making Smart Choices: A Serious Game for Sex Education for Young Adolescents
Playfixing Broken Games: A Design-Oriented Activity for Engaging in Designerly Ways of Thinking
Studying the User Experience of a Tablet Based Math Game
Video Game Genre Affordances for Physics Education
Using Digital Game-Based Learning to Improve the Academic Efficiency of Vocational Education students
Effect of Teams-Games Tournament (TGT) Strategy on Mathematics Achievement and Class Motivation of Grade 8 Students
Use of LEGO® SERIOUS PLAY® and Other Working Approaches in Youth in Hong Kong
Cognitive Modeling of Learning Using Big Data From a Science-Based Game Development Environment
Gamification of Computer Programming Tasks to Promote the Growth Mind-Set in a Disadvantaged School
Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education
A Critical Review of the Effectiveness of Narrative-Driven Digital Educational Games
MACBETH: Development of a Training Game for the Mitigation of Cognitive Bias
Designing and Testing Affective Supports in an Educational Game
Towards a Conceptual Framework of GBL Design for Engagement and Learning of Curriculum-based Content
Mixed Reality Games
FoodCalorie: A Mobile Game to Learn Daily Calorie Intake Standard
Geography Map Knowledge Acquisition by Solving a Jigsaw Map Compared to Self-Study: Investigating Game Based Learning
A Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach
Gamification and Player Profiles in Higher Education Professors
Gamifying the Media Classroom: Instructor Perspectives and the Multidimensional Impact of Gamification on Student Engagement
Gaeilge Gaming: Assessing how games can help children to learn Irish
Factors at Play in Tertiary Curriculum Gamification
Game Jams for Learning and Teaching: A Review
Can WordBricks Make Learning Irish More Engaging for Students?
The Pedagogical Application of Alternate Reality Games: Using Game-Based Learning to Revisit History
Using Community of Inquiry to Scaffold Language Learning in Out-of-School Gaming: A Case Study
A Serious Game for Emotion Regulation in Adolescents: Player Experience and Pilot Feasibility Study
The Application of Game-Based Learning in Saudi English Language Classrooms
Using Biometric Measurement in Real-Time as a Sympathetic System in Computer Games
Minecraft as a Creative Tool: A Case Study
Behavioral Evaluation of Preference for Game-Based Teaching Procedures
The Mobile Learning Network: Getting Serious about Games Technologies for Learning
A Historical Text-Based Game Designed to Develop Critical Thinking Skills
Integrating Music into Math in a Virtual Reality Game: Learning Fractions
Using Formal Game Design Methods to Embed Learning Outcomes into Game Mechanics and Avoid Emergent Behaviour
Honing Emotional Intelligence with Game-Based Crucible Experiences
Developing and Testing a Board Game to Learn About Stars
The Quest for Motivation: Tabletop Role Playing Games in the Educational Arena
Social Interactions in Online Gaming
Math Learning Environment with Game-Like Elements: An Experimental Framework
Mobile Games Individualise and Motivate Rehabilitation in Different User Groups
The Value of Team-Based Mixed-Reality (TBMR) Games in Higher Education
Exploring the Educational Potential of a Game-Based Math Competition
Learner Modeling in Educational Games Based on Fuzzy Logic and Gameplay Data
Content Design Patterns for Game-Based Learning
Game Mastering in Collaborative Serious Games: A Novel Approach for Instructor Support in Multiplayer Serious Games
Player Types, Play Styles, and Play Complexity: Updating the Entertainment Grid
Teacher Perception of the Adoption and Implementation of DGBL in Their Classroom Teaching: Adoption and Implementation of DGBL Among Teachers
VR-Based Gamification of Communication Training and Oral Examination in a Second Language
Perceptions of Play: Using Play-Doh to Enhance the Student Experience in Bioscience Higher Education
Playing Digital Security: Youth Voices on their Digital Rights
What a Tangible Digital Installation for Museums Can Offer to Autistic Children and Their Teachers
Enhancing University Students' Knowledge Achievement and Self-Efficacy in Cultural Relic Restoration Learning: Through the Sound-Tracking Artificial Intelligence Technology in RPG Game-Based Learning System
Repurposing Video Games as Discussion Tools
Logs Analysis of Adapted Pedagogical Scenarios Generated by a Simulation Serious Game Architecture
Player-Driven Video Analysis to Enhance Reflective Soccer Practice in Talent Development
The Impact of a Racing Feature on Middle School Science Students' Performance in an Educational Game: The Effect of Content-Free Game-Actions
Affordances and Constraints of Scaffolded Learning in a Virtual World for Young Children
Tertiary Student Experiences With Digital Language Games for Enhancing the English Language
A Contemporary Research on Learners' Expectations: Innovative Attributes on Beer Game With Means-End Chains Theory
Can ESA Method Through Quizizz Games Enhance Vocabulary Knowledge?
The Importance of Future Kindergarten Teachers' Beliefs about the Usefulness of Games Based Learning
Digital Game-Based Learning in an Introductory Accounting Course: Design and Development of an Instructional Game
From Gamer to Game Designer: Task-Oriented Game Design Learning to Improve Learning Motivation
Playability Guidelines for Educational Video Games: A Comprehensive and Integrated Literature Review
Player-Game Interaction: An Ecological Analysis of Foreign Language Gameplay Activities
What Really Happens When Adults Play?: A Call for Examining the Intersection of Psychosocial Spaces, Group Energy, and Purposeful Play
The Learning Games Design Model: Immersion, Collaboration, and Outcomes-Driven Development
Modeling the Player: Predictability of the Models of Bartle and Kolb Based on NEO-FFI (Big5) and the Implications for Game Based Learning
Motivational Aspects of Gaming for Students with Intellectual Disabilities
Minecraft in Education Benefits Learning and Social Engagement
Adapting Cognitive Walkthrough to Support Game Based Learning Design
Teaching Social Studies With Games
Real-Life Contexts in Learning Games: Towards a New Typology
An Alternate Reality for Education?: Lessons to be Learned from Online Immersive Games
Urban Immersion as Education: Motivation, Engagement, and Learning in City Games
Mobile Learning: Technology as Mediator of Personal and School Experiences
Exploratory Play in Simulation Sandbox Games: A Review of What We Know About Why Players Act Crazy
Formulating a Serious-Games Design Project for Adult Offenders with the Probation Service
Investigating the Efficacy of Wordwall Platform in Enhancing Vocabulary Learning in Saudi EFL Classroom
An Architecture for Bidirectional Learning Games
A Systematic Review of Gamification Research: In Pursuit of Homo Ludens
Comparing the Effects of Playful Pedagogical Activities and Traditional Methods on EFL Vocabulary Learning
Gamification in English as Second Language Learning in Secondary Education Aged Between 11-18: A Systematic Review Between 2013-2020
Collaborative Strategic Board Games as a Site for Distributed Computational Thinking
Gamification of Formative Feedback in Language Arts and Mathematics Classrooms: Application of the Learning Error and Formative Feedback (LEAFF) Model
Leveraging Mobile Games for Place-Based Language Learning
Virtual Games and Real-World Communities: Environments that Constrain and Enable Physical Activity in Games for Health
Effects of Collaborative Digital Gameplay on Students' Three Dimensions of Engagement in Mathematics
Multiplayer Kinect Serious Games: A Review
Rewards and Penalties: A Gamification Approach for Increasing Attendance and Engagement in an Undergraduate Computing Module
A Constructivist Approach to Game-Based Language Learning: Student Perceptions in a Beginner-Level EFL Context
Case Study 1: Playful Team Reflection Using LEGO® Serious Play®
Female Gamers: A Thematic Analysis of Their Gaming Experience
Impact of Games on the Performance and Engagement of Employees of the IT Industry
Impact of Family Support and Perception of Loneliness on Game Addiction Analysis of a Mediation and Moderation
Establishing an Educational Game Development Model: From the Experience of Teaching Search Engine Optimization
ImGame Project: A Comprehensive Theory of Immersive Aesthetics and Innovation in Serious Gaming
What Do Students Think of Mobile Chemistry Games?: Implications for Developing Mobile Learning Games in Chemistry Education
Second-Hand Masculinity: Do Boys with Intellectual Disabilities Use Computer Games as Part of Gender Practice?
The Role of Learning Styles in Game-Based Learning
Martian Boneyards: Scientific Inquiry in an MMO Game
Affordances for In-Game Interaction and Language Learning Through Children's Collaborative Play in Minecraft
DataPlay: Experiments in the Ludic Age
Introducing Cool School: Where Peace Rules and Conflict Resolution can be Fun
Game-Based Learning in Teacher Education: A Strategy to Integrate Digital Games into Secondary Schools
Game Jams: Community, Motivations, and Learning among Jammers
Optimizing Gamification Adoption in Higher Education: An In-Depth Qualitative Case Study Applying the UTAUT Framework
Gamification and Smart Feedback: Experiences with a Primary School Level Math App
Game On!: Investigating Digital Game-Based Versus Gamified Learning in Higher Education
Barriers to the Use of Games-Based Learning in Pre-School Settings
Integrating Serious Games in the Educational Experience of Students with Intellectual Disabilities: Towards a Playful and Integrative Model
The Play Theory and Computer Games Using in Early Childhood Education
Some Video Games Can Increase the Player's Creativity
First-Timer Learning Experiences in Global Game Jam
Mitigation of Cognitive Bias with a Serious Game: Two Experiments Testing Feedback Timing and Source
Modeling Gameplay Enjoyment, Goal Orientations, and Individual Characteristics
Can Games Help Creative Writing Students to Collaborate on Story-Writing Tasks?
Unmasking the Mystique: Utilizing Narrative Character-Playing Games to Support English Language Fluency
Strategy Instruction and Maintenance of Basic Multiplication Facts through Digital Game Play
Balancing Fun and Learning in a Serious Game Design
Even Buddhist Monks Use a Gong: A Mindfulness Skills Programme for Young People Delivered through the "Mindful Gnats" Computer Game and App
Effectiveness of Type of Feedback and Frequency on Digital Game-Based L2 Vocabulary Acquisition
Codebook Co-Development to Understand Fidelity and Initiate Artificial Intelligence in Serious Games
Exploring the Potential of a Location Based Augmented Reality Game for Language Learning
Gaming the Classroom Viewing Learning Through the Lens Self Determination Theory
PBL as a Framework for Implementing Video Games in the Classroom
Background Music in Educational Games: Motivational Appeal and Cognitive Impact
A Neurotechnological Study to Quantify Differences in Brain Activity Using Game-Based Learning: Gamification vs. Traditional Teaching
Understanding Computational Thinking before Programming: Developing Guidelines for the Design of Games to Learn Introductory Programming through Game-Play
Implementing Gamified Teaching: Exploring the Effects of Gamification and Personal Types in an Economics Course
Game-Based Learning to Engage Students With Physics and Astronomy Using a Board Game
Using Gamification Strategies to Cultivate and Measure Professional Educator Dispositions
Exergaming as an Alternative for Students Unmotivated to Participate in Regular Physical Education Classes
Attitudes Toward Game Adoption: Preservice Teachers Consider Game-Based Teaching and Learning
Supporting Foreign Language Vocabulary Learning Through Kinect-Based Gaming
Teachers' Views on the Approach of Digital Games-Based Learning within the Curriculum for Excellence
Developing a Gameful Approach as a Tool for Innovation and Teaching Quality in Higher Education
Console Game-Based Pedagogy: A Study of Primary and Secondary Classroom Learning through Console Video Games
Designing and Deploying 3D Collaborative Games in Education
Defining Game-Mediated Second and Foreign Language Teaching and Learning: A Review
Overcoming the Barriers to Uptake: A Study of 6 Danish Health-Based Serious Games Projects
Let's Move!: The Social and Health Contributions From Pokémon GO
Role-Playing Game for Training a Design Process of Startup Company Compensation Plan
Game Strategies to Engage and Empower Students: A Study on Perceptions of Cybersecurity Lesson
Design and Validation of Four Instruments to Assess Video Game Literacy in Secondary Education
A Theoretical Framework for Serious Game Design: Exploring Pedagogy, Play and Fidelity and their Implications for the Design Process
Empirical Taxonomies of Gameplay Enjoyment: Personality and Video Game Preference
Positive Effect of a Motor Intervation Program With Exergames: A Blind Randomized Trial
Effect of Gaming Mode Upon the Players' Cognitive Performance During Brain Games Play: An Exploratory Research
Are Good Games Also Good Problems?: Content Analysis of Problem Types and Learning Principles in Environmental Education Games
Games for Social Change: Review of the Potential for Multi Player Online Gaming to Facilitate the Emergence and Growth of Progressive Movements for Social Change within Youth and Community Work
How do Professionals' Attitudes Differ between what Game-Based Learning could Ideally Achieve and what is Usually Achieved
Cognitive Content of Commercial Exergames
The Impact of Educational Games on Learning Outcomes: Evidence From a Meta-Analysis
Using Scratch with Primary School Children: An Evaluation of Games Constructed to Gauge Understanding of Programming Concepts
Playing Against the Game
A Study Exploring Different Modalities to Integrate Learning Objectives in Games
Is Digital Game-Based Learning Possible in Mathematics Classrooms?: A Study of Teachers' Beliefs
Detecting Learning Style through Biometric Technology for Mobile GBL
Similarities and Differences in Learning of Metacognitive Skills: Computer Games Versus Mathematics Education
Gamified Assessment Supported by a Dynamic 3D Collaborative Game
An International Study on Learning and Process Choices in the Global Game Jam
The Use of Motion Tracking Technologies in Serious Games to Enhance Rehabilitation in Stroke Patients
Effects of Game-Based Teaching on Primary Students' Dance Learning: The Application of the Personal Active Choreographer
Learning in Discussion Forums: An Analysis of Knowledge Construction in a Gaming Affinity Space
Critical Transport: A Serious Game to Teach the Recommendations for the Transport of Critically Ill Patients
DICE: A Generic Model for the Design Process of Serious Games
The Gap Between Korean Esports and Educational Gaming
Escape Rooms as a Collaborative Problem-Solving Environment
Exergaming Theories: A Literature Review
Game-Based Learning in Astronomy: Teacher and Student Perspectives on Non-Digital Games
Game-Based Learning and Information Literacy: A Randomized Controlled Trial to Determine the Efficacy of Two Information Literacy Learning Experiences
Serious Gaming at School: Reflections on Students' Performance, Engagement and Motivation
Learning Recycling from Playing a Kinect Game
Playing in the Virtual Sandbox: Students' Collaborative Practices in Minecraft
Examining Students' Perceived Competence, Gender, and Ethnicity in a Digital STEM Learning Game
A Gamified Learning Approach for a Better Educational Experience: A Case Study in the Middle East
Evaluating the Relationship between Cognitive Style and Pre-Service Teachers' Preconceived Notions about Adopting Console Video Games for Use in Future Classrooms
A Study on the Effect of Educational Games and Cooperative Learning Applications on Solving Students' Learning Problems
Game Coaching System Design and Development: A Retrospective Case Study of FPS Trainer
An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education
Digital Gaming for Cross-Cultural Learning: Development of a Social Constructivist Game-Based Learning Model at a South African University
The Impact of Personality and Motivation on Immersion in Simulation Games
A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games
Meaningful Gamification for Journalism Students to Enhance Their Critical Thinking Skills
Designing Serious Games for Senior Executive Strategic Decision Making
Negative Experiences as Learning Trigger: A Play Experience Empirical Research on a Game for Social Change Case Study
Transforming Classrooms through Game-Based Learning: A Feasibility Study in a Developing Country
Acceptance and Use of Game-Based Learning in Vocational Education and Training: An International Survey
Using Game Mechanics to Measure What Students Learn from Programming Games
A Framework for Structuring Learning Assessment in a Massively Multiplayer Online Educational Game: Experiment Centered Design
Teachers' Experience and Reflections on Game-Based Learning in the Primary Classroom: Views from England and Italy
Can Playing Games Help Students Master Concepts from General Psychology Classes?
Applying Serious Games to Motor Learning in Sport
Is there a Place for Casual Games in Teaching and Learning?: The Snakes and Ladders Case
ALFIL: A Crowd Simulation Serious Game for Massive Evacuation Training and Awareness
Persona-Scenarios in Game Development: Communication Tensions Between Hearing Aid Users and Communication Partners
The Impact of Gender in Learning With Games: A Consistent Effect in a Math Learning Game
Supporting Motivation and Effort Persistence in an Online Financial Literacy Course Through Game-Based Learning
Present or Play: The Effect of Serious Gaming on Demonstrated Behaviour
Students' Aesthetic Experiences of Playing Exergames: A Practical Epistemology Analysis of Learning
A Hybrid Escape Room to Foster Motivation and Programming Education for Pre-Service Teachers
Engaging Students Through Escape Games and a Play Environment During Recess
Concept Learning and the Limitations of Arcade-Style Games
Students' Acceptance of Gamification in Higher Education
Communication With the Social Environment in Multiplayer Online Games: The Turkey Case
Game Creation in Youth Media and Information Literacy Education
Associations of Subjective Immersion, Immersion Subfactors, and Learning Outcomes in the Revised Game Engagement Model
A Systematic Review of Digital Games in Second Language Learning Studies
Case Study 2: Using Games Based on Giant Dice and Time Restrictions to Enable Creativity When Teaching Artistic or Creative Subjects
Case Study 3: Students' Experiences of Interdisciplinary Learning while Building Scientific Video Games