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Case Study 3: Students' Experiences of Interdisciplinary Learning while Building Scientific Video Games.

, , , , , and . Int. J. Game Based Learn., 7 (3): 93-97 (2017)

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Using Nature-based Soundscapes to Support Task Performance and Mood., , , and . CHI Extended Abstracts, page 2802-2809. ACM, (2017)Case Study 3: Students' Experiences of Interdisciplinary Learning while Building Scientific Video Games., , , , , and . Int. J. Game Based Learn., 7 (3): 93-97 (2017)How external and internal resources influence user action: the case of infusion devices., , , and . Cogn. Technol. Work., 18 (4): 793-805 (2016)Understanding People: A Course on Qualitative and Quantitative HCI Research Methods., , , , and . CHI Extended Abstracts, page 1170-1173. ACM, (2017)Creativity in Citizen Cyberscience., , , , , , , , , and 3 other author(s). Hum. Comput., 3 (1): 181-204 (2016)Home is Where the Lab is: A Comparison of Online and Lab Data From a Time-sensitive Study of Interruption., , , and . Hum. Comput., 2 (1): 45-67 (2015)Motivational and Situational Aspects of Active and Passive Social Media Breaks May Explain the Difference Between Recovery and Procrastination., , , and . CHI Extended Abstracts, page 284:1-284:8. ACM, (2022)Human-Computer Interaction and the Future of Work., , , , , , , , , and 15 other author(s). CHI Extended Abstracts, page 162:1-162:3. ACM, (2022)Research Methods for HCI: Understanding People Using Interactive Technologies., , , , and . CHI Extended Abstracts, page 1028-1031. ACM, (2016)A Special Interest Group on Designed and Engineered Friction in Interaction., , , , , , and . CHI Extended Abstracts, page 158:1-158:4. ACM, (2021)