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Looking Into Collaborative Learning: Design from Macro- and Micro-Script Perspectives.

, , , и . AIED, том 200 из Frontiers in Artificial Intelligence and Applications, стр. 231-238. IOS Press, (2009)

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The Bright and Dark Sides of Gamification., , и . ITS, том 9684 из Lecture Notes in Computer Science, стр. 176-186. Springer, (2016)Gamification Works, but How and to Whom?: An Experimental Study in the Context of Programming Lessons., , , , , и . SIGCSE, стр. 184-190. ACM, (2021)The Relationship Between Students' Flow Experience and Their Behavior Data in Gamified Educational Systems., , , и . HICSS, стр. 1-10. ScholarSpace, (2022)Do people's user types change over time? An exploratory study., , , и . GamiFIN, том 2883 из CEUR Workshop Proceedings, стр. 90-99. CEUR-WS.org, (2021)Group Formation in CSCL: A Review of the State of the Art., , , и . HEFA, том 832 из Communications in Computer and Information Science, стр. 71-88. Springer, (2017)Towards an Ontological Infrastructure for Content Modeling and Personalization., , , и . SMAP, стр. 107-112. IEEE, (2012)Narrative for Gamification in Education: Why Should you Care?, , , , и . ICALT, стр. 97-99. IEEE, (2019)A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation., , , , , , , , , и . ICALT, стр. 84-88. IEEE, (2019)The Effects of Ontology-Based Gamification in Scripted Collaborative Learning., , и . ICALT, стр. 140-144. IEEE, (2019)The Use of Handwriting Input in Math Tutoring Systems: An Use Case with PAT2Math., , , и . ICALT, стр. 44-46. IEEE Computer Society, (2017)