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Leading by example: Exploring the influence of design examples on children's creative ideation.

, , and . Int. J. Hum. Comput. Stud., (2019)

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Leading by example: Exploring the influence of design examples on children's creative ideation., , and . Int. J. Hum. Comput. Stud., (2019)Exploring how children with reading difficulties respond to instructional supports in literacy games and the role of prior knowledge., , , , , and . Br. J. Educ. Technol., 54 (5): 1314-1331 (September 2023)I Don't Usually Listen, I Read: How Different Learner Groups Process Game Feedback., , , , , , , and . CHI, page 88:1-88:15. ACM, (2022)Using Gamification to Motivate Students with Dyslexia., , , and . CHI, page 969-980. ACM, (2016)Situated design for creative, reflective, collaborative, technology-mediated learning., , , and . Conference on Designing Interactive Systems, page 83-92. ACM, (2014)Defining Procedures in Early Computing Education., and . WCCE, volume 515 of IFIP Advances in Information and Communication Technology, page 567-578. Springer, (2017)Designing for "challenge" in a large-scale adaptive literacy game for primary school children., , , , , , , , and . Br. J. Educ. Technol., 52 (5): 1862-1880 (2021)Creating Bridges: The Role of Exploratory Design Research in an Intelligent Tutoring System Project., , , , and . Interact. Comput., 28 (3): 372-386 (2016)What we learn when designing with marginalised children., , , , , , , and . IDC (Extended Abstracts), page 111-117. ACM, (2020)Developing IDEAS: supporting children with autism within a participatory design team., , , , and . CHI, page 2599-2608. ACM, (2012)