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Constructing liminal blends in a collaborative augmented-reality learning environment., , and . Int. J. Comput. Support. Collab. Learn., 10 (1): 7-34 (2015)Whose Video?: Surveying Implications for Participants Engagement in Video Recording Practices in Ethnographic Research., , , , , , and . ICLS, International Society of the Learning Sciences, (2020)Blending Play and Inquiry in Augmented Reality: A Comparison of Playing a Video Game to Playing Within a Participatory Model., , , , , , , , and . ICLS, International Society of the Learning Sciences, (2016)High School Students' Epistemic Engagement in Producing Documentaries about Public Science Concerns., , and . ICLS, International Society of the Learning Sciences, (2012)Discovering Players' Problem-Solving Behavioral Characteristics in a Puzzle Game through Sequence Mining., , , , and . LAK, page 498-506. ACM, (2024)Social Affordances of Mixed Reality Learning Environments: A case from the Science through Technology Enhanced Play project (STEP)., , , , , , and . HICSS, page 1-10. ScholarSpace / AIS Electronic Library (AISeL), (2017)Agency, Embodiment, & Affect During Play in a Mixed-Reality Learning Environment., , , , , , and . IDC, page 268-277. ACM, (2017)Linking epistemic stance and problem-solving with self-confidence during play in a puzzle-based video game., and . Comput. Educ., (2024)Subgoals, Problem Solving Phases, and Sources of Knowledge., and . SIGCSE, page 1292. ACM, (2019)Subgoals, Problem Solving Phases, and Sources of Knowledge: A Complex Mangle., and . CoRR, (2019)