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Learning in the Field: Comparison of Desktop, Immersive Virtual Reality, and Actual Field Trips for Place-Based STEM Education.

, , , , , and . VR, page 893-902. IEEE, (2020)

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Revising Web Design to Deal with Current Development Practices., and . APCCM, volume 165 of CRPIT, page 103-108. Australian Computer Society, (2015)CZ Investigator: Learning About Critical Zones Through a VR Serious Game., , , , , , and . VR Workshops, page 603-604. IEEE, (2020)Design of a Serious Game to Inform the Public About the Critical Zone., , , , , , and . SeGAH, page 1-8. IEEE, (2020)CrowdXR - Pitfalls and Potentials of Experiments with Remote Participants., , , , , , , , and . ISMAR, page 450-459. IEEE, (2021)A Comparison of Visual Attention Guiding Approaches for 360° Image-Based VR Tours., , , and . VR, page 83-91. IEEE, (2020)On the Impact of the Dominant Intelligences of Players on Learning Outcome and Game Experience in Educational Games: The TrueBiters Case., , and . GALA, volume 10056 of Lecture Notes in Computer Science, page 221-231. Springer, (2016)Exploring the Relation Between Game Experience and Game Mechanics for Bodily-Kinesthetic Players., , , and . GALA, volume 10056 of Lecture Notes in Computer Science, page 354-364. Springer, (2016)Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to., , and . Entertain. Comput., (2022)Remote iVR for Nutrition Education: From Design to Evaluation., , , , , , and . Frontiers Comput. Sci., (2022)Mixed or Virtual: Does Device Type Matter in Human-ECA Interactions., , , , , and . iLRN, page 230-235. IEEE, (2020)