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- [1] THE SELIMIYE MOSQUE OF EDIRNE, TURKEY - AN IMMERSIVE AND INTERACTIVE VIRTUAL REALITY EXPERIENCE USING HTC VIVE GEOMATICS & RESTORATION - CONSERVATION OF CULTURAL HERITAGE IN THE DIGITAL ERA, 2017, 42-5 (W1): : 403 - 409
- [2] Evaluating Player Performance and Experience in Virtual Reality Game Interactions using the HTC Vive Controller and Leap Motion Sensor HUCAPP: PROCEEDINGS OF THE 14TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS - VOL 2: HUCAPP, 2019, : 103 - 110
- [3] STUDENTS' ATTENTION AND CONFIDENCE IN LEARNING EXPERIENCE VIA GAMIFICATION JOURNAL OF ENGINEERING SCIENCE AND TECHNOLOGY, 2023, 18 (06): : 82 - 88
- [6] Using Ontology and Gamification to Improve Students' Participation and Motivation in CSCL HIGHER EDUCATION FOR ALL: FROM CHALLENGES TO NOVEL TECHNOLOGY-ENHANCED SOLUTIONS, 2018, 832 : 174 - 191
- [7] Gamification Development in Attainment Concept Model Learning for Students' Comprehension Enhancement 2017 3RD INTERNATIONAL CONFERENCE ON SCIENCE IN INFORMATION TECHNOLOGY (ICSITECH), 2017, : 685 - 689
- [8] GAMIFICATION METHODS: APP TO IMPROVE THE LEARNING-TEACHING PROCESS IN UNDERGRADUATE AND POSTGRADUATE STUDENTS 9TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES (EDULEARN17), 2017, : 9385 - 9389
- [9] Development of English Learning System Using Gamification Approach 2019 IEEE CONFERENCE ON E-LEARNING, E-MANAGEMENT & E- SERVICES (IC3E), 2019, : 57 - 62
- [10] Using Gamification to Improve Environmental Attitudes and Healthy Lifestyles in Undergraduate Nursing Students CULTURA DE LOS CUIDADOS, 2025, 28 (70): : 49 - 64