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Lessons from a course on serious games research and prototyping., и . FDG, стр. 32-39. ACM, (2010)Application of the Delphi Method in Computer Science Principles Rubric Creation., и . ITiCSE, стр. 164-169. ACM, (2017)Leveraging Card-Based Collaborative Activities as Culturally Situated Design Tools., , , и . HCI (22), том 173 из Communications in Computer and Information Science, стр. 232-236. Springer, (2011)Exploring the Impact of Worked Examples in a Novice Programming Environment., , , , , и . SIGCSE, стр. 98-104. ACM, (2019)Formative Feedback in Interactive Learning Environments., , , , и . AIED, том 7926 из Lecture Notes in Computer Science, стр. 946. Springer, (2013)Building Games to Learn from Their Players: Generating Hints in a Serious Game., , и . Intelligent Tutoring Systems, том 8474 из Lecture Notes in Computer Science, стр. 312-317. Springer, (2014)Measuring Gameplay Affordances of User-Generated Content in an Educational Game., , , и . EDM, стр. 78-85. International Educational Data Mining Society (IEDMS), (2016)Determining Problem Selection for a Logic Proof Tutor., и . EDM, стр. 387-389. International Educational Data Mining Society, (2013)SIGCSE BP: enrollments and diversity at odds?, и . ACM SIGCSE Bull., 47 (2): 8 (2015)Foreword., и . FDG, Society for the Advancement of the Science of Digital Games, (2014)