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Bridging the gap between school and out-of-school science: A Making pedagogical approach., , , and . SEEDA-CECNSM, page 1-6. IEEE, (2020)The city at play: Second Life and the virtual urban planning studio, , , , , , , , , and 8 other author(s). Learning, Media and Technology, 35 (2): 227 - 242 (2010)Real-Time Collaborative Problem Solving: A Study on Alternative Coordination Mechanisms., , and . ICALT, page 86-90. IEEE Computer Society, (2003)On Studying Collaborative Learning Interactions in Massively Multiplayer Online Games., and . VS-GAMES, page 182-183. IEEE Computer Society, (2011)Computer-Supported Collaborative Concept Mapping: Study of Synchronous Peer Interaction., , and . Educ. Inf. Technol., 7 (2): 169-188 (2002)Beyond Logging of Fingertip Actions: Analysis of Collaborative Learning Using Multiple Sources of Data, , , , and . Journal of Interactive Learning Research, 18 (2): 231--250 (April 2007)Mental Representations About Tangible Programming in Early Childhood Education., and . HAR, volume 14522 of Lecture Notes in Computer Science, page 375-385. Springer, (2023)"Playing with" museum exhibits: designing educational games mediated by mobile technology., , , and . IDC, page 230-233. ACM, (2009)Design Requirements for Educational Robotics Activities for Sustaining Collaborative Problem Solving., , , and . EDUROBOTICS, volume 560 of Advances in Intelligent Systems and Computing, page 225-228. Springer, (2016)Player Motivations in Massively Multiplayer Online Games., , and . ICALT, page 238-239. IEEE Computer Society, (2014)