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Integrating Affective Responses and Gamification into Early Reading Acquisition Software Applications.

, , , , , , and . CHI PLAY (Companion), page 73-85. ACM, (2017)

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Designing Cultural Values into Interaction., , , , , and . CHI, page 6062-6074. ACM, (2017)Child-personas: fact or fiction?. Conference on Designing Interactive Systems, page 22-30. ACM, (2006)Ride N' Rhythm, Bike as an Embodied Musical Instrument to Improve Music Perception for Young Children., , and . CoRR, (2019)Getting Down to Details: Using Theories of Cognition and Learning to Inform Tangible User Interface Design., and . Interact. Comput., 25 (1): 1-20 (2013)Communicating Sustainable Consumption and Production in 360° Video., , and . Conference on Designing Interactive Systems, page 1259-1271. ACM, (2020)EmotoTent: Reducing School Violence through Embodied Empathy Games., , , , , and . IDC, page 755-760. ACM, (2019)Designing for Emotion Regulation Interventions: An Agenda for HCI Theory and Research., , , , , and . ACM Trans. Comput. Hum. Interact., 30 (1): 1-51 (February 2023)East meets west: a mobile brain-computer system that helps children living in poverty learn to self-regulate., , , and . Pers. Ubiquitous Comput., 22 (4): 839-866 (2018)Framed Guessability: Improving the Discoverability of Gestures and Body Movements for Full-Body Interaction., , and . CHI, page 593. ACM, (2018)Opportunities and Scaffolds for Critical Reflection on Ethical Issues in an Online After School Biowearable Workshop for Youth., , , , , , , and . FabLearn/MakeEd, page 13:1-13:5. ACM, (2021)