Wim Westera

Orcid: 0000-0003-2389-3107

According to our database1, Wim Westera authored at least 61 papers between 2003 and 2022.

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

Timeline

Legend:

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PhD thesis 
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Online presence:

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Bibliography

2022
Assessing Repetitive Trials in Serious Games.
J. Univers. Comput. Sci., 2022

The devil's advocate: identifying persistent problems in serious game design.
Int. J. Serious Games, 2022

2021
On the Robustness of Stealth Assessment.
IEEE Trans. Games, 2021

Comparing Bayesian Statistics and Frequentist Statistics in Serious Games Research.
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

A fuzzy logic approach to reliable real-time recognition of facial emotions.
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

Reinforcing Stealth Assessment in Serious Games.
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019

Bolstering Stealth Assessment in Serious Games.
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019

Portability of Serious Game Software Components.
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

Making Serious Games with Reusable Software Components.
Proceedings of the Serious Games - 4th Joint International Conference, 2018

The RAGE Software Portal: Toward a Serious Game Technologies Marketplace.
Proceedings of the Games and Learning Alliance - 7th International Conference, 2018

2017
How people learn while playing serious games: A computational modelling approach.
J. Comput. Sci., 2017

Communication skills training exploiting multimodal emotion recognition.
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

Towards multimodal emotion recognition in e-learning environments.
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

RAGE Architecture for Reusable Serious Gaming Technology Components.
Int. J. Comput. Games Technol., 2016

Performance assessment in serious games: Compensating for the effects of randomness.
Educ. Inf. Technol., 2016

Towards real-time speech emotion recognition for affective e-learning.
Educ. Inf. Technol., 2016

The RAGE Software Asset Model and Metadata Model.
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

What Serious Game Studios Want from ICT Research: Identifying Developers' Needs.
Proceedings of the Games and Learning Alliance - 4th International Conference, 2015

Annotations as reflection amplifiers in online learning - an exploratory study.
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

A quest for meta-learning gains in a physics serious game.
Educ. Inf. Technol., 2014

Implications of Learning Analytics for Serious Game Design.
Proceedings of the IEEE 14th International Conference on Advanced Learning Technologies, 2014

Improved Multimodal Emotion Recognition for Better Game-Based Learning.
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

Generating Computational Models for Serious Gaming.
Proceedings of the Games and Learning Alliance - Second International Conference, 2013

FILTWAM and Voice Emotion Recognition.
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

FILTWAM - A Framework for Online Affective Computing in Serious Games.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012

The eventful genesis of educational media.
Educ. Inf. Technol., 2012

Using reflection triggers while learning in an online course.
Br. J. Educ. Technol., 2012

Fostering Reflective Practice with Mobile Technologies.
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
Self-arrangement of fleeting student pairs: a Web 2.0 approach for peer tutoring.
Interact. Learn. Environ., 2009

Infusing Reflective Practice in eLearning Courses - Can Widgets Help?
Proceedings of the Second International Workshop on Mashup Personal Learning Environments (MUPPLE09) Nice, 2009

2008
Serious games for higher education: a framework for reducing design complexity.
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
Computer-Supported Training of Psycho-Diagnostic Skills.
Interact. Learn. Environ., 2003


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