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Using Eye-Tracking to Unveil Differences Between Kids and Teens in Coding Activities., , , и . IDC, стр. 171-181. ACM, (2017)Joint Emotional State of Children and Perceived Collaborative Experience in Coding Activities., , и . IDC, стр. 133-145. ACM, (2019)Children's Play and Problem Solving in Motion-Based Educational Games: Synergies between Human Annotations and Multi-Modal Data., , , , и . IDC, стр. 408-420. ACM, (2021)Challenges in Digital STEM Education Delivery: A Case Study from the Teachers' Perspective., и . EDUCON, стр. 1-10. IEEE, (2024)Using sensing technologies to explain children's self-representation in motion-based educational games., , , , и . IDC, стр. 541-555. ACM, (2020)Investigating gaze interaction to support children's gameplay., , , , , , и . Int. J. Child Comput. Interact., (2021)Designing Multi Sensory Environments for Children's Learning: An Analysis of Teachers' and Researchers' Perspectives., , , и . IDC, стр. 388-396. ACM, (2023)Engaging Students with Computer Science through Creativity: Toward Better Understanding and Improved Methods.. ICALT, стр. 546-548. IEEE Computer Society, (2016)Designing Creative Programing Experiences for 15 Years Old Students., , и . Make2Learn@ICEC, том 1450 из CEUR Workshop Proceedings, стр. 29-33. CEUR-WS.org, (2015)Wearable Sensing and Quantified-self to explain Learning Experience., , , и . ICALT, стр. 136-138. IEEE, (2022)