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Requirements for a virtual environment to support the social participation education of low-literates., , , , , и . Univers. Access Inf. Soc., 16 (3): 681-698 (2017)A Digital Coach That Provides Affective and Social Learning Support to Low-Literate Learners., , , , и . IEEE Trans. Learn. Technol., 11 (1): 67-80 (2018)Gamification for Low-Literates: Findings on Motivation, User Experience, and Study Design., , , , и . ICCHP (1), том 8547 из Lecture Notes in Computer Science, стр. 494-501. Springer, (2014)Computer-Supported Learning of Societal Participation Skills by Low-Literates and Non-Natives.. ECCE, стр. 34: 1-34: 2. ACM, (2014)Advancing Methodology for Social Science Research Using Alternate Reality Games: Proof-of-Concept Through Measuring Individual Differences and Adaptability and their impact on Team Performance., , , , , , , , , и 3 other автор(ы). CoRR, (2021)Teamwork and adaptation in games (TAG): a survey to gauge teamwork., , , , , , , , и . FDG, стр. 18:1-18:12. ACM, (2019)What Do Students Learn About Experimental Research by Designing Interactive Fiction Games?, , , , , и . ICLS, International Society of the Learning Sciences, (2020)Ice Paddles, CO2 Invaders, and Exploding Planets: How Young Students Transform Climate Science Into Serious Games., , , , , и . CHI PLAY, стр. 534-548. ACM, (2020)Inclusive Design and Anthropological Methods to Create Technological Support for Societal Inclusion., , , , и . HCI (4), том 8513 из Lecture Notes in Computer Science, стр. 31-42. Springer, (2014)All Good Things Come in Threes: Assessing Student-Designed Games via Triadic Game Design., , , , , и . FDG, стр. 88:1-88:4. ACM, (2020)