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An epistemological framework for analyzing student interactions in computer-mediated communication environments

, , and . Jourrnal of Interactive Learning Research, 12 (1): 41--68 (2001)

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Visual Representations of Digital Connectivity in Everyday Life., and . HCI (28), volume 10298 of Lecture Notes in Computer Science, page 138-149. Springer, (2017)Designing Across Disciplines: Negotiating Collaborator Interests in a Digital Museum Project., , and . ICHIM, page 83-90. Archives & Museum Informatics, Pittsburgh, PA, USA, (1999)Using microgenetic methods to investigate problem solving in video games., , , , , and . DiGRA Conference, Digital Games Research Association, (2009)Cyberlearning Community Report: Emerging Design Themes in US TEL., , and . EC-TEL, volume 10474 of Lecture Notes in Computer Science, page 588-592. Springer, (2017)An epistemological framework for analyzing student interactions in computer-mediated communication environments, , and . Jourrnal of Interactive Learning Research, 12 (1): 41--68 (2001)Diverse Approaches to School-wide Computational Thinking Integration at the Elementary Grades: A Cross-case Analysis., , , , , , , , and . SIGCSE, page 253-259. ACM, (2021)SIGCSE Special Session: Evaluating CS4All Initiatives - Challenges and Opportunities., , , , and . SIGCSE, page 267-268. ACM, (2018)Identifying and Assessing Computational Thinking Practices., , , and . ICLS, International Society of the Learning Sciences, (2014)Global Digital Museum: Multimedia Information Access and Creation on the Internet., , , , , , , , , and . ACM DL, page 244-253. ACM, (1998)Extending the Impact of Digital Games by Supporting Analogical Reasoning., , and . CHI PLAY, page 487-492. ACM, (2015)