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SURGE: intended and unintended learning in digital games.

, , , , and . ICLS, page 230-231. International Society of the Learning Sciences / ACM DL, (2010)

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Exploring embedded guidance and self-efficacy in educational multi-user virtual environments., and . Int. J. Comput. Support. Collab. Learn., 3 (4): 413-427 (2008)Effects of visual cues and self-explanation prompts: empirical evidence in a multimedia environment., , , and . Interact. Learn. Environ., 24 (4): 799-813 (2016)Designing for Data with Ask Dr. Discovery: Design Approaches for Facilitating Museum Evaluation with Real-Time Data Mining., , and . Technol. Knowl. Learn., 22 (3): 427-442 (2017)The impact of a gamified mobile question-asking app on museum visitor group interactions: an ICAP framing., , , , , and . Int. J. Comput. Support. Collab. Learn., 16 (3): 367-401 (2021)Finding essential complexity for learning in virtual worlds., , and . ICLS, page 300-301. International Society of the Learning Sciences / ACM DL, (2010)A multi-user virtual environment for building and assessing higher order inquiry skills in science., , , and . Br. J. Educ. Technol., 41 (1): 56-68 (2010)Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States., , , , , and . Comput. Educ., 57 (3): 2178-2195 (2011)Avatar Personalization: Towards the Enhancement of Competence Beliefs., and . Int. J. Gaming Comput. Mediat. Simulations, 6 (2): 1-14 (2014)Design-based Research Strategies for Studying Situated Learning and Knowledge Transfer in a Multi-user Virtual Environment., , , , and . ICLS, International Society of the Learning Sciences, (2004)SURGE: intended and unintended science learning in games., , , , and . ICLS, page 247. International Society of the Learning Sciences / ACM DL, (2010)