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Societal impact of a serious game on raising public awareness: the case of FloodSim.

, , , and . Sandbox@SIGGRAPH, page 15-22. ACM, (2009)

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Opening the Black Box of Practice-Based Learning: Human- Centred Design of Learning Analytics., , , , and . CrossLAK, volume 1601 of CEUR Workshop Proceedings, page 40-46. CEUR-WS.org, (2016)Supporting children's social communication skills through interactive narratives with virtual characters., , , , , , and . ACM Multimedia, page 1111-1114. ACM, (2010)Analysing Project Based Learning Scenarios to Inform the Design of Learning Analytics: Learning from Related Concepts., , , and . AIED Workshops, volume 1432 of CEUR Workshop Proceedings, CEUR-WS.org, (2015)Sharing teacher knowledge at scale: teacher inquiry, learning design and the representation of teachers’ practice, , , , , , and . Teacher Development, (2017)Social Communication between Virtual Characters and Children with Autism., , , , , , , , , and . AIED, volume 6738 of Lecture Notes in Computer Science, page 7-14. Springer, (2011)Teenagers Re-Design a Collaborative Mobile App to Kindle Motivation for Learning About Energy Consumption., , and . CSCL (2), page 219-220. International Society of the Learning Sciences, LuLu, Amazon, (2013)Identifying how PELARS-project can support the development of new curriculum structures in engineering education., , and . exp.at, page 219-223. IEEE, (2015)Scaffolding Metacognitive Processes in the Ecolab: Help-Seeking and Achievement Goal Orientation., , , and . AIED, volume 6738 of Lecture Notes in Computer Science, page 432-434. Springer, (2011)Working With Teenagers to Design Technology That Supports Learning About Energy in Informal Contexts., , , and . ICLS, International Society of the Learning Sciences, (2012)Societal impact of a serious game on raising public awareness: the case of FloodSim., , , and . Sandbox@SIGGRAPH, page 15-22. ACM, (2009)