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Make and Play: Card Games as Tangible and Playable Knowledge Representation Boundary Objects.

, and . ICALT, page 137-141. IEEE Computer Society, (2015)

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The Many Voices of Audiobooks: Interactivity and Multimodality in Language Learning., and . HCI (23), volume 9753 of Lecture Notes in Computer Science, page 165-176. Springer, (2016)The SMOOTH-Robot: A Modular, Interactive Service Robot., , , , , , , , , and 8 other author(s). Frontiers Robotics AI, (2021)Quiz-R-Us - Re-Conceptualizing Quizzes to Enrich Blended Learning in Occupational Therapy Study Lines., and . HCI (25), volume 10925 of Lecture Notes in Computer Science, page 332-349. Springer, (2018)Social Exploration of 1D Games., and . ArtsIT, volume 116 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 144-151. Springer, (2013)Micro Culture: Interactive Storytelling and Learning in the Museum.. DIGITEL, page 84-88. IEEE, (2012)Domain-specific knowledge as playful interaction: the case of Prime Slaughter., and . IJART, 8 (1): 30-49 (2015)Fables for Teachers and Pupils - Incrementally Defined Scenario-Based, Interactive and Spatial Stories., and . HCI (25), volume 11590 of Lecture Notes in Computer Science, page 206-224. Springer, (2019)Fables - Exploring Natural Ways of Expressing Behavior to Create Digital Simulations., and . HCI (19), volume 10919 of Lecture Notes in Computer Science, page 110-126. Springer, (2018)What a Tangible Digital Installation for Museums Can Offer to Autistic Children and Their Teachers., and . Int. J. Game Based Learn., 6 (2): 29-45 (2016)SMOOTH Robot: Design for a Novel Modular Welfare Robot., , , , , , , , , and . J. Intell. Robotic Syst., 98 (1): 19-37 (2020)