Ayaz Karimov
Biographic Data
| ID | 9662335 |
|---|---|
| NAME | Ayaz Karimov |
| GIVEN NAMES | Ayaz |
| FAMILY NAME | Karimov |
| SIGNATURE | KARIMOV A |
| AFFILIATIONS | University of Jyväskylä |
| ORCID | 0000-0001-8868-4408 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2025 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Improving learning experience through process re-engineering
The localization of online educational platforms brings many benefits to the students and teachers such as access to different types of textual and video content. Nonetheless, it demands time and capital resources to localize any content. The aim of this research was to re-engineer the entire localization process of Khan Academy content into the Azerbaijani language and evaluate its impact on users’ learning experience. For this purpose, we imple…
A two-phase systematic literature review on the use of serious games for sustainable environmental education
This study explores the landscape of serious games for sustainable environmental education, focusing on game types, theoretical foundations, and pedagogical approaches to provide valuable insights for educators, researchers, and policymakers. Using an umbrella literature review methodology, it examines empirical studies published between 2006 and 2023 on serious games in this field. The findings reveal a growing interest in serious games for sust…
No prominent works on this page.
Improving learning experience through process re-engineering
The localization of online educational platforms brings many benefits to the students and teachers such as access to different types of textual and video content. Nonetheless, it demands time and capital resources to localize any content. The aim of this research was to re-engineer the entire localization process of Khan Academy content into the Azerbaijani language and evaluate its impact on users’ learning experience. For this purpose, we imple…
A two-phase systematic literature review on the use of serious games for sustainable environmental education
This study explores the landscape of serious games for sustainable environmental education, focusing on game types, theoretical foundations, and pedagogical approaches to provide valuable insights for educators, researchers, and policymakers. Using an umbrella literature review methodology, it examines empirical studies published between 2006 and 2023 on serious games in this field. The findings reveal a growing interest in serious games for sust…
Computer Science (2 works) · Engineering (2 works) · Business Process Modeling and Analysis (1 work) · E-Learning and Knowledge Management (1 work) · Ecology (1 work) · Education for sustainable development (1 work) · Educational Games and Gamification (1 work) · Empirical research (1 work) · Engineering education (1 work) · Engineering Education and Curriculum Development (1 work)