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Presence and Middle School Students' Participation in a Virtual Game Environment to Assess Science Inquiry., , and . J. Educ. Technol. Soc., 15 (1): 53-63 (2012)Exploring Cognitive Load in Immersive Educational Games: The SAVE Science Project., , and . Int. J. Gaming Comput. Mediat. Simulations, 2 (1): 31-39 (2010)Teacher Education to Integrate Computational Thinking into Elementary Science: A Design-Based Research Study., , , , , , and . ACM Trans. Comput. Educ., 23 (4): 41:1-41:36 (December 2023)Exploring embedded guidance and self-efficacy in educational multiuser virtual environments., and . CSCL, page 548-550. International Society of the Learning Sciences / ACM DL, (2007)Rethinking pedagogy: using multi-user virtual environments to foster authentic science learning., , , and . ICLS (1), page 438-445. International Society of the Learning Sciences, (2008)Reviving Dewey's "reflective thinking" framework for the design of problems in virtual learning environment-based assessments of content and inquiry., , , , and . ICLS, page 358-359. International Society of the Learning Sciences / ACM DL, (2010)A multi-user virtual environment for building and assessing higher order inquiry skills in science., , , and . Br. J. Educ. Technol., 41 (1): 56-68 (2010)Playing Aloud: Leveraging Game Commentary Culture for Playtesting., , , , , , and . Int. J. Gaming Comput. Mediat. Simulations, 14 (1): 1-16 (2022)Exploring embedded guidance and self-efficacy in educational multi-user virtual environments., and . Int. J. Comput. Support. Collab. Learn., 3 (4): 413-427 (2008)"We'll be Scratching all the Time"., , , , , and . SIGCSE, page 1281. ACM, (2020)