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A Review of Digital Games for Children with Autism Spectrum Disorder., , , and . DSAI, page 227-234. ACM, (2020)Player Motivations in Massively Multiplayer Online Games., , and . ICALT, page 238-239. IEEE Computer Society, (2014)‘Elven Elder LVL59 LFP/RB. Please PM me’: immersion, collaborative tasks and problem-solving in massively multiplayer online games, and . Learning, Media and Technology, 35 (2): 171 - 202 (2010)Digital Games in Non-formal and Informal Learning Practices for Science Learning: A Case Study., and . GALA, volume 11899 of Lecture Notes in Computer Science, page 540-549. Springer, (2019)Digital Games and the Emergence of Problem Solving Processes: a Case Study with Preschool Children., , , and . FDG, page 95:1-95:3. ACM, (2020)Immersed in Learning: supporting creative practice in virtual worlds, , , , , , , , , and 6 other author(s). Learning, Media and Technology, 35 (2): 99 - 110 (2010)The role of age and gender on implementing informal and non-formal science learning activities for children., , , , , , , and . FabLearn Europe, page 10:1-10:9. ACM, (2019)Massively Multi-user Online Games: The Emergence of Effective Collaborative Activities for Learning., and . DIGITEL, page 132-134. IEEE, (2008)Applying Lessons Learnt from Massively Multiplayer Online Games (MMOGs) to Massive Open Online Courses (MOOCs)., and . ICALT, page 14-15. IEEE Computer Society, (2014)The city at play: Second Life and the virtual urban planning studio, , , , , , , , , and 8 other author(s). Learning, Media and Technology, 35 (2): 227 - 242 (2010)