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The visibility of models: using technology as a bridge between mathematics and engineering., и . nternational Journal of Mathematics Education in Science and Technology., 31 (1): 61-69 (2000)Face-to-face and online collaboration: appreciating rules and adding complexity, , , , и . International Journal of Continuing Engineering Education and Life Long Learning, 12 (5): 521-540 (2002)Making rules in collaborative game design, и . (2004)The Technological Mediation of Mathematics and Its Learning, и . Human Development, 52 (2): 129-147 (2009)Designing a programming-based approach for modelling scientific phenomena, , и . Journal of Computer Assisted Learning, 21 (2): 143-158 (апреля 2005)Towards a narrative-oriented framework for designing mathematical learning, и . proceedings of the 1st CSCL SIG Symposium, Lausanne, Switzerland, (2004)The Interplay Between Fairness and Randomness in a Spatial Computer Game., , и . Int. J. Comput. Math. Learn., 13 (2): 89-110 (2008)Building Rules., , , и . Cognitive Technology, том 2117 из Lecture Notes in Computer Science, стр. 267-281. Springer, (2001)X5Learn: A Personalised Learning Companion at the Intersection of AI and HCI., , , , , , , и . IUI Companion, стр. 70-74. ACM, (2021)21st Century Learning for 21st Century Skills: What Does It Mean, and How Do We Do It?. EC-TEL, том 7563 из Lecture Notes in Computer Science, стр. 3-5. Springer, (2012)