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264 results on '"Asimina Vasalou"'

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101. In praise of forgiveness: Ways for repairing trust breakdowns in one-off online interactions

102. Exploring the use of a gamification platform to support students with dyslexia

103. Problematizing cultural appropriation

104. Teachers' views on the use of empathic robotic tutors in the classroom

105. Diversity for design

106. The railway blues

107. User-centered research in the early stages of a learning game

108. A case study of non-adoption

109. Fundamentals of Agent Perception and Attention Modelling

110. Digital Crowding: Privacy, Self-Disclosure, and Technology

111. Evaluation of Affective Interactive Applications

112. The application of forgiveness in social system design

113. Recovering trust and avoiding escalation

114. Constructing my online self

115. Proposing new ways of resolving online conflicts: an intelligent facilitation of forgiveness in {CMC}

116. Reinventing trust, collaboration and compliance in social systems

117. Designing for 'challenge' in a large‐scale adaptive literacy game for primary school children

119. A Critical Examination of Feedback in Early Reading Games

120. The Effects of Multiple‐Exposure Textual Enhancement on Child L2 Learners’ Development in Derivational Morphology: A Multi‐Site Study

122. Towards Evidence-informed Design Principles for Adaptive Reading Games

125. Video Game Development as Public History: Practical Reflections on Making a Video Game for Historical Public Engagement.

126. Tablet for two: How do children collaborate around single player tablet games?

128. Exploring how children with reading difficulties respond to instructional supports in literacy games and the role of prior knowledge.

130. Children’s Magazines in the Media Education System (Content Audit).

131. Disability & Society Special Issue: contemporary controversies and challenges.

132. Appropriation of literacy technologies in the classroom: reflections from creative learning design workshops with primary school teachers.

133. Reflections on Personalized Games-Based Learning: How Automation Is Shaped Within Everyday School Practices.

134. A methodological reflection on investigating children's voice in qualitative research involving children with severe speech and physical impairments.

137. Social Avatars and Future Boxing Identities.

138. Do children with reading difficulties benefit from instructional game supports? Exploring children's attention and understanding of feedback.

140. Connecting with the future: The role of science fiction movies in helping consumers understand privacy‐technology trade‐offs.

141. Designing for "challenge" in a large‐scale adaptive literacy game for primary school children.

142. CYBER-RECAPITULATION? WHAT ONLINE GAMES CAN TEACH SOCIAL MEDIA ABOUT CONTENT MANAGEMENT.

143. Effects of Brand Name versus Empowerment Advertising Campaign Hashtags in Branded Instagram Posts of Luxury versus Mass-Market Brands.

144. Playing, Mapping, and Power: A Critical Analysis of Using Minecraft in Spatial Design.

147. From Behavioral and Communication Intervention to Interaction Design.

148. Designing the future of education: from tutor robots to intelligent playthings.

149. Privacy Icons: A Risk-Based Approach to Visualisation of Data Processing.

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