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Make World, A Collaborative Platform to Develop Computational Thinking and STEAM.

, , , , , and . HCI (26), volume 10296 of Lecture Notes in Computer Science, page 50-59. Springer, (2017)

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Exploring the Progression of Early Programmers in a Set of Computational Thinking Challenges via Clickstream Analysis., , , and . IEEE Trans. Emerg. Top. Comput., 8 (1): 256-261 (2020)Digital Educational Objects for an Inclusive Learning: Survey and Guidelines for the Experience in Eskola 2.0., , , and . ICALT, page 246-247. IEEE Computer Society, (2012)ACCEedu - Accessible Audiovisual Educational Resources., , , and . CSEDU (1), page 300-306. INSTICC Press, (2010)Make World, A Collaborative Platform to Develop Computational Thinking and STEAM., , , , , and . HCI (26), volume 10296 of Lecture Notes in Computer Science, page 50-59. Springer, (2017)Working WITH vs. Working ON Audiovisual Educational Content., , and . ICALT, page 593-595. IEEE Computer Society, (2011)Enhancing The Accessibility Of Digital Resources With Metadata., , and . e-Learning, page 235-238. IADIS, (2008)How do students develop computational thinking? Assessing early programmers in a maze-based online game., , , and . Comput. Sci. Educ., 31 (2): 259-289 (2021)A Tool to Evaluate the Level of Inclusion of Digital Learning Objects., , , and . DSAI, volume 14 of Procedia Computer Science, page 148-154. Elsevier, (2012)Acce-Play: Accessibility in Cinemas., , and . ICCHP (1), volume 7382 of Lecture Notes in Computer Science, page 523-526. Springer, (2012)Creativity in the acquisition of computational thinking., , , , , and . Interact. Learn. Environ., 27 (5-6): 628-644 (2019)