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STEAM in Oulu: Scaffolding the development of a Community of Practice for local educators around STEAM and digital fabrication.

, , , , , and . Int. J. Child Comput. Interact., (2020)

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Structuring and Regulating Collaborative Learning in Higher Education with Wireless Networks and Mobile Tools., , , and . J. Educ. Technol. Soc., 10 (4): 71-79 (2007)Collaborative-Inquiry Learning in the Environment. Design Experiment with Distributed Face-to-Face and Mobile Scaffolds., and . WMUTE, page 225-227. IEEE Computer Society, (2008)An Educational Tool for Learning about Social Media Tracking, Profiling, and Recommendation., , , , , and . CoRR, (2024)The STEAM path: building a Community of Practice for local schools around STEAM and Digital Fabrication., , , , , and . FabLearn Europe, page 17:1-17:3. ACM, (2019)Integrated Use of Multiple Social Software Tools and Face-to-Face Activities to Support Self-Regulated Learning: A Case Study in a Higher Education Context., and . Seamless Learning in the Age of Mobile Connectivity, Springer, (2016)Using web2.0 Software and Mobile Devices for Creating Shared Understanding among Virtual Learning Communities., and . WMUTE, page 228-230. IEEE Computer Society, (2008)How are Mobile Makerspaces Utilized in Schools?, , , , and . FabLearn Europe, page 14:1-14:3. ACM, (2019)Supporting small-group learning using multiple Web 2.0 tools: A case study in the higher education context., , and . Internet High. Educ., 15 (1): 29-38 (2012)Using Gartner's Hype Cycle as a Basis to Analyze Research on the Educational Use of Ubiquitous Computing., and . CSCL (1), page 280-287. International Society of the Learning Sciences, LuLu, Amazon, (2013)Does social software fit for all? examining students' profiles and activities in collaborative learning mediated by social software., , and . CSCL (1), page 469-473. International Society of the Learning Sciences, (2009)