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Serious playground: using Second Life to engage high school students in urban planning

, , , and . Learning, Media and Technology, 35 (2): 203--225 (2010)

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Action Research and New Media - Concepts, Methods, and Cases., , , and . New media: policy and social research issues Hampton Press, (2009)TrainYarn: Probing Perceptions of Social Space in Urban Commuter Trains., , , and . OZCHI, page 455-464. ACM, (2015)Digital soapboxes: towards an interaction design agenda for situated civic innovation., , and . UbiComp (Adjunct Publication), page 725-728. ACM, (2013)EatChaFood: challenging technology design to slice food waste production., , and . UbiComp (Adjunct Publication), page 559-562. ACM, (2013)Pervasive Computing and Environmental Sustainability: Two Conference Workshops., , , and . IEEE Pervasive Computing, 8 (1): 78-81 (2009)Learning beyond books - strategies for ambient media to improve libraries and collaboration spaces as interfaces for social learning., and . Multimedia Tools Appl., 71 (1): 77-95 (2014)Creativity and design to articulate difference in the conflicted city: collective intelligence in Bogota's grassroots organisations., , , and . AI Soc., 33 (1): 147-158 (2018)Libraries as coworking spaces: Understanding user motivations and perceived barriers to social learning., and . Library Hi Tech, 31 (2): 254-273 (2013)A review of locative media, mobile and embodied spatial interaction., and . Int. J. Hum. Comput. Stud., 70 (1): 66-71 (2012)An urban informatics approach to smart city learning in architecture and urban design education., , and . IxD&A, (2013)