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Réalité augmentée et interface tangible au service des novices en programmation: Augmented Reality and Tangible Interaction to Help Programming Novices.

, and . IHM (Extended Abstracts), page 8:1-8:6. ACM, (2021)

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Teaching Artificial Intelligence to K-12 Through a Role-Playing Game Questioning the Intelligence Concept., , and . Künstliche Intell., 35 (2): 171-179 (2021)Évaluer la compréhension en informatique à partir des représentations erronées. University of Namur, Belgium, (2022)Developing a Critical Robot Literacy for Young People from Conceptual Metaphors Analysis., , and . FIE, page 1-7. IEEE, (2020)Perceptions of computer science among children after a hands-on activity: A pilot study., and . EDUCON, page 1811-1817. IEEE, (2018)Teaching and learning in the age of artificial intelligence., , , , , , , , , and 22 other author(s). CoRR, (2023)Report from the 1st Int. Workshop on Education through Advanced Software Engineering and Artificial Intelligence (EASEAI '19)., , , and . ACM SIGSOFT Softw. Eng. Notes, 45 (1): 25-27 (2020)Report from the 3rd Int. Workshop on Education through Advanced Software Engineering and Artificial Intelligence (EASEAI '21)., , , and . ACM SIGSOFT Softw. Eng. Notes, 47 (1): 22-24 (2022)Report from the 4th Int. Workshop on Education through Advanced Software Engineering and Artificial Intelligence (EASEAI '22)., , , and . ACM SIGSOFT Softw. Eng. Notes, 48 (2): 22-23 (April 2023)Student misconceptions about finite state machines: identify them in order to create a concept inventory., , , and . EASEAI@ESEC/SIGSOFT FSE, page 2-9. ACM, (2022)Developing an Assessment to Profile Students based on their Understanding of the Variable Programming Concept., and . ITiCSE, page 33-39. ACM, (2020)