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Increasing learners' self-efficacy beliefs and curiosity through a Frankenstein-themed transmedia storytelling experience.

, , , , , and . Br. J. Educ. Technol., 53 (6): 1626-1644 (2022)

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Using Design-Based Research to Improve Peer Help-Giving in a Middle School Math Classroom., , , , , , and . ICLS, International Society of the Learning Sciences, (2020)Fostering Science Identity Through Transmedia Storytelling: A Mixed-Methods Approach., , and . ICLS, International Society of the Learning Sciences, (2020)Systematic Literature Review on Narrative-Based Learning in Educational Technology Learning Environments (2007-2017)., , and . ICLS, International Society of the Learning Sciences, (2020)Neutrality, "New" Digital Divide, and Openness Paradox: Equity in Learning Environments Mediated by Educational Technology., , , and . ICLS, International Society of the Learning Sciences, (2020)Interdisciplinary Approaches to Getting AI Experts and Education Stakeholders Talking., , , , , and . AIED (2), volume 13356 of Lecture Notes in Computer Science, page 115-118. Springer, (2022)Co-Design for Learner Help-Giving Across Physical and Digital Contexts., , , , , and . CSCL, International Society of the Learning Sciences, (2019)Investigating Help-Giving Behavior in a Cross-Platform Learning Environment., , , , , , and . AIED (1), volume 11625 of Lecture Notes in Computer Science, page 14-25. Springer, (2019)Increasing learners' self-efficacy beliefs and curiosity through a Frankenstein-themed transmedia storytelling experience., , , , , and . Br. J. Educ. Technol., 53 (6): 1626-1644 (2022)