
Gamification in Education Using the WOWCube®: A Tangible Mixed-Reality Learning Device
How the WOWCube — a tangible mixed-reality device — can serve as a hands-on, gamified learning tool in education.
Research results are published as peer-reviewed papers and conference proceedings. I am a permanent reviewer of Computers in Human Behavior (Elsevier) and on the Editorial Board of Cloud of Science. Main interests: gamification, tangible & mixed-reality interaction, freemium online learning.
ORCID 0000-0002-8017-8153
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How the WOWCube — a tangible mixed-reality device — can serve as a hands-on, gamified learning tool in education.
Architecture and development of a game for a custom eight-processor WOWCube device built around a tangible user interface.

Introduces the WOWCube, a transreality puzzle that merges a physical object with a virtual game into a single mixed-reality experience.

Design principles and the programming environment behind the WOWCube gamification device.

A review of physical puzzles and construction sets that qualify as augmented-reality games.
Describes the Cubios transreality puzzle as a mixed-reality object combining a tangible cube with an augmented digital layer.

Uses annual patent-activity data to keep professional-skill curricula aligned with real labour-market demand (correlation r = 0.8).

A WebRTC platform that synchronises tutor and learner over live video while teaching foreign languages through gamification.

i2istudy — a social-network learning platform for practising foreign languages with native speakers through predefined scenarios.

Applies social-network analysis to measure the efficiency of communication between project teams.
Social-network-analysis techniques applied to measure how efficiently teams communicate across projects.

An online application pairing learners with native speakers over live audio-video, with gamified retention and virality mechanisms.

A method using social-network analysis to assess how social communications affect innovation-project performance.

Reviews tangible user-interface (TUI) hardware and its potential to expand human-computer interaction in gamification.

Analyses user behaviour and content on a peer-to-peer foreign-language learning platform.

Measures the effectiveness of gamification in an online foreign-language e-learning system through log-file analysis.

Defines and relates measurable virality and retention metrics in a 40,000-user freemium educational platform.

Shows how monetisation reshapes user behaviour and drives viral growth in a freemium educational platform.

Introducing monetisation nearly doubled the platform's weekly K-factor — an alternative, viral growth mechanism.

Proposes F-Growth, a metric combining virality, retention and monetisation to assess a freemium product's market readiness.