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On the Understanding of Students' Learning and Perceptions of Technology Integration in Low- and High-embodied Group Learning.

, , , and . CSCL, International Society of the Learning Sciences, (2019)

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Bridging narrative and locality in mobile-based augmented reality educational activities: Effects of semantic coupling on students' immersion and learning gains., and . Int. J. Hum. Comput. Stud., (2021)TANGO: Transparent heterogeneous hardware Architecture deployment for eNergy Gain in Operation., , , , , , , , , and . CoRR, (2016)Container Orchestration on HPC Systems., , , , and . CLOUD, page 34-36. IEEE, (2020)"From Gamers into Environmental Citizens": A Systematic Literature Review of Empirical Research on Behavior Change Games for Environmental Citizenship., , , and . Multimodal Technol. Interact., 7 (8): 80 (2023)Teacher Framing, Classroom Collaboration Scripts, and Help-Seeking and Help- Giving Behaviors., , , and . CSCL (1), page 272-279. International Society of the Learning Sciences, LuLu, Amazon, (2013)On the Understanding of Students' Learning and Perceptions of Technology Integration in Low- and High-embodied Group Learning., , , and . CSCL, International Society of the Learning Sciences, (2019)Converging HPC, Big Data and Cloud Technologies for Precision Agriculture Data Analytics on Supercomputers., , , , , , , , , and 3 other author(s). ISC Workshops, volume 12321 of Lecture Notes in Computer Science, page 368-379. Springer, (2020)Container orchestration on HPC systems through Kubernetes., , , , , , , , and . J. Cloud Comput., 10 (1): 16 (2021)Collecting Ecologically Valid Data in Location-Aware Augmented Reality Settings: A Comparison of Three Data Collection Techniques., , , and . Int. J. Mob. Blended Learn., 11 (2): 78-95 (2019)Investigating Students' Motivation and Cultural Heritage Learning in a Gamified Versus Non-gamified VR Environment., , , , and . IMET, page 41-44. Eurographics, (2023)