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Design and evaluation of a virtual mobile time machine in education.

, , , , , and . Advances in Computer Entertainment Technology, volume 352 of ACM International Conference Proceeding Series, page 334-337. ACM, (2008)

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Improving the Usability of Manga-on-a-Tablet for Collaborative Learning., , , , , , , and . CSEDU (1), page 446-451. SciTePress, (2014)Design and evaluation of a virtual mobile time machine in education., , , , , and . Advances in Computer Entertainment Technology, volume 352 of ACM International Conference Proceeding Series, page 334-337. ACM, (2008)Knowledge-building activity structures in Japanese elementary science pedagogy., , , , , , , and . Int. J. Comput. Support. Collab. Learn., 1 (2): 229-246 (2006)KEI-time traveler: visiting a past world with mobile phones to enhance learning motivation., , , , , , , and . IDC, page 161-164. ACM, (2008)Development and Pilot Study of a Mobile Phone-aided Mutual Monitoring Support System., , , and . WMTE, page 39-46. IEEE Computer Society, (2006)KEI-Time Traveler: A Virtual Time Machine with Mobile Phones for Learning Local History., , , , , , , and . Trans. Edutainment, (2009)Balancing virtual and real interactions in mobile learning., , , , , , and . IJMLO, 5 (1): 28-45 (2011)The Effectiveness of a Study Support System Based on Mobile Phones and Web-based Information Sharing: Reporting Activities in a Class for the First Grade of an Elementary School., , , , and . ICCE, volume 133 of Frontiers in Artificial Intelligence and Applications, page 492-499. IOS Press, (2005)Development and Evaluation of Case Method Teaching Materials using Manga on Tablet PCs - A Trial with Pointing Type Annotations., , , , and . CSEDU, page 557-563. SciTePress, (2013)Design experiments for integrating a CSCL technology into Japanese elementary science education., , , , , , and . CSCL, page 613-614. International Society of the Learning Sciences, (2002)