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The power of play: design lessons for increasing the lifespan of outdated computers.

, , , , , , and . CHI, page 2735-2744. ACM, (2013)

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The power of play: design lessons for increasing the lifespan of outdated computers., , , , , , and . CHI, page 2735-2744. ACM, (2013)Fourth Annual Workshop on A/B Testing and Platform-Enabled Learning Research., , , , , , , , , and 4 other author(s). L@S, page 254-256. ACM, (2023)The Rise of the Super Experiment., , , , , and . EDM, page 196-200. www.educationaldatamining.org, (2012)Monster Mischief: Designing a Video Game to Assess Selective Sustained Attention., , , and . Int. J. Gaming Comput. Mediat. Simulations, 7 (4): 18-39 (2015)Optimizing challenge in an educational game using large-scale design experiments., , , and . CHI, page 89-98. ACM, (2013)Workshop Proposal: Educational A/B Testing at Scale., , , , , and . L@S, page 219-220. ACM, (2020)When a console game becomes CSCL: Play, participatory learning and 8-bit home computing in India., , , , and . CSCL, International Society of the Learning Sciences, (2011)Equitable Access to Intelligent Tutoring Systems Through Paper-Digital Integration., , , , , , and . ITS, volume 13284 of Lecture Notes in Computer Science, page 255-263. Springer, (2022)Using Time Pressure to Promote Mathematical Fluency., , , , and . ITS, volume 7315 of Lecture Notes in Computer Science, page 669-670. Springer, (2012)Predicting drum beats from high-density Brain Rhythms., , and . COMAD/CODS, page 291-292. ACM, (2023)