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Virtual Learning Environments for Promoting Self Transformation: Iterative Design and Implementation of Philadelphia Land Science.

, , , , , , , , , , and . iLRN, volume 840 of Communications in Computer and Information Science, page 3-22. Springer, (2018)

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Design-Based Research Iterations of a Virtual Learning Environment for Identity Exploration., , and . iLRN, page 101-108. IEEE, (2020)Revitalizing Peale's Museum as a digital interactive learning environment., , and . Digital Heritage, page 683-686. IEEE, (2015)Towards balancing learner autonomy and pedagogical process in educational games., , , , , and . CHI PLAY, page 455-456. ACM, (2014)Undertaking an Ecological Approach to Advance Game-Based Learning: A Case Study., and . J. Educ. Technol. Soc., 17 (1): 29-41 (2014)Mobile Learning: Technology as Mediator of Personal and School Experiences., , , and . Int. J. Game Based Learn., 6 (1): 30-42 (2016)Patterns of Identity Exploration Among High School Students in a STEM Course Augmented by a Virtual Learning Environment., , and . ICLS, International Society of the Learning Sciences, (2020)Tracing Identity Exploration Trajectories with Quantitative Ethnographic Techniques: A Case Study., , , and . ICQE, volume 1112 of Communications in Computer and Information Science, page 77-88. Springer, (2019)Promoting and Tracing High School Students' Identity Change in an Augmented Virtual Learning Environment., , , and . CSCL, International Society of the Learning Sciences, (2019)An Epistemic Network Analysis of STEM Identity Exploration in Virtual Learning Environments., , and . ICLS, International Society of the Learning Sciences, (2020)Knew Me and New Me: Facilitating Student Identity Exploration and Learning through Game Integration., and . Int. J. Gaming Comput. Mediat. Simulations, 8 (3): 39-58 (2016)