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Supporting Teens' Intentional Social Media Use Through Interaction Design: An exploratory proof-of-concept study., , , , , , , , и . IDC, стр. 322-334. ACM, (2023)When Screen Time Isn't Screen Time: Tensions and Needs Between Tweens and Their Parents During Nature-Based Exploration., , , , , и . CHI, стр. 474:1-474:14. ACM, (2021)Learning through Participatory Design: Designing Digital Badges for and with Teens., и . IDC, стр. 218-229. ACM, (2016)Modeling Collaboration Patterns on an Interactive Tabletop in a Classroom Setting., , и . CSCW, стр. 858-869. ACM, (2016)NatureCollections: Can a Mobile Application Trigger Children's Interest in Nature?, , , , , , и . CSEDU (1), стр. 579-592. SCITEPRESS, (2020)Exploring Situated & Embodied Support for Youth's Mental Health: Design Opportunities for Interactive Tangible Device., , , , , , , и . CHI, стр. 331:1-331:16. ACM, (2022)Adaptive Support for Collaboration on Tabletop Computers., , и . CSCL, International Society of the Learning Sciences, (2019)What My Little Pony Can Teach Us About Interest-Driven Learning.. L@S, стр. 1. ACM, (2020)Researchers and Practitioners Co-Designing for Expansive Science Learning and Educational Equity., , , , , , , , , и 3 other автор(ы). ICLS, International Society of the Learning Sciences, (2016)Connected Learning, Collapsed Contexts: Examining Teens' Sociotechnical Ecosystems Through the Lens of Digital Badges., , , , и . CHI, стр. 354:1-354:14. ACM, (2021)