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Tests of Concepts About Different Kinds of Minds: Predictions About the Behavior of Computers, Robots, and People.

, , , , and . Human-Computer Interaction, 28 (2): 161-191 (2013)

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Segmenting action for computers and humans: possible links to intentional understanding., , and . RO-MAN, page 196-201. IEEE, (2005)Science Sims and Games: Best Design Practices and Fave Flops., , , , , , , , , and 6 other author(s). ICLS, International Society of the Learning Sciences, (2014)Concepts about the capabilities of computers and robots: a test of the scope of adults' theory of mind., , and . HRI, page 57-64. ACM, (2008)Contextual Markup and Mining in Digital Games for Science Learning: Connecting Player Behaviors to Learning Goals., , , , , , , and . IEEE Trans. Learn. Technol., 10 (1): 93-103 (2017)Combining Video Games and Constructionist Design to Support Deep Learning in Play., , , , , , , , , and 2 other author(s). ICLS, International Society of the Learning Sciences, (2014)Tests of Concepts About Different Kinds of Minds: Predictions About the Behavior of Computers, Robots, and People., , , , and . Human-Computer Interaction, 28 (2): 161-191 (2013)Digital Games and Science Learning: Design Principles and Processes to Augment Commercial Game Design Conventions., , , , , , , , , and 1 other author(s). AIED Workshops, volume 1009 of CEUR Workshop Proceedings, CEUR-WS.org, (2013)Connecting Learning Goals and Component Cognitive Skills in Digital Games., and . CogSci, cognitivesciencesociety.org, (2013)