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Categorization of Embodied User Interface in Immersive Virtual Environment., и . ICALT, стр. 543-545. IEEE Computer Society, (2016)The effects of social and cognitive cues on learning comprehension, eye-gaze pattern, and cognitive load in video instruction., и . J. Comput. High. Educ., 33 (1): 39-63 (2021)Understanding Epistemic Networks in Virtual Reality-based Collaborative Gameplay for Social-Skills Training With Children With Autism., и . ICLS, International Society of the Learning Sciences, (2020)Work-in-progress - Developing an Evidence-Centered Model for Computational Thinking in Virtual Worlds with Children with Autism., , , , и . iLRN, стр. 1-3. IEEE, (2022)Virtual collaborative gaming as social skills training for high-functioning autistic children., и . Br. J. Educ. Technol., 49 (4): 728-741 (2018)Applying multimodal data fusion to track autistic adolescents' representational flexibility development during virtual reality-based training., , , и . Comput. Educ. X Real., (2024)Tracking Representational Flexibility Development through Speech Data Mining., , и . FIE, стр. 1-4. IEEE, (2020)Examining Virtual Reality Based Learning Design for Children with Autism via Seasonal Index Analysis., и . ICLS, International Society of the Learning Sciences, (2018)Few-shot is enough: exploring ChatGPT prompt engineering method for automatic question generation in english education., , , , , , и . Educ. Inf. Technol., 29 (9): 11483-11515 (июня 2024)Educational Games and Gamification: From Foundations to Applications of Data Analytics., , и . Data Analytics Approaches in Educational Games and Gamification Systems, Springer, (2019)