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- 2024
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Mark
Bridging the Headset : Engagement, Collaboration and Learning In and Around Virtual Reality
2024) In Presence(
- Contribution to journal › Article
- 2023
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Mark
A tale about facts and opinions : The impact of a drama intervention on middle-school students´ information literacy
(
- Contribution to journal › Article
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Mark
Are Pairs More Attentive Towards Feedback Than Individuals? A Glance into Feedback Neglect for Middle-School Students Using an Educational Game in History
2023) 16th International Conference on Computer-Supported Collaborative Learning, CSCL 2023 p.115-122(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
- 2022
-
Mark
I will help you, but will you help me? How the Perception of a Teachable Agent May Influence Performance
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
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Mark
Lessons Learned from a Study on Distractions in Virtual Learning Environments : Reliability, Ecological Validity, and an Elusive Social Component
(
- Contribution to journal › Article
- 2020
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Mark
Far from success – Far from feedback acceptance? The influence of game performance on young students’ willingness to accept critical constructive feedback during play
2020) 21st International Conference on Artificial Intelligence in Education, AIED 2020 In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 12163 LNAI. p.537-548(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
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Mark
Assessing the black box of feedback neglect in a digital educational game for elementary school
(
- Contribution to journal › Article
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Mark
Feedback – mere end bare input og output
2020) In Unge Paedagoger(
- Contribution to specialist publication or newspaper › Specialist publication article
- 2019
-
Mark
Instructing a Teachable Agent with Low or High Self-Efficacy – Does Similarity Attract?
(
- Contribution to journal › Article
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Mark
“I didn’t understand, i'm really not very smart”—How design of a digital tutee’s self-efficacy affects conversation and student behavior in a digital math game
(
- Contribution to journal › Article