The SmartGame: mixing digital and tangible to foster math education and social interaction
Author:
Affiliation:
1. Department of Psychology and Cognitive Science (DiPSCo), University of Trento, Italy and Fondazione Bruno Kessler, Italy
2. Fondazione Bruno Kessler, Italy
Publisher
ACM
Link
https://dl.acm.org/doi/pdf/10.1145/3585088.3593866
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3. End-User Programming and Math Teachers: an Initial Study
4. SMARTER: an IoT learning game to teach math
5. Improvised use of a digital tool for social interaction in a Norwegian care facility during the COVID-19 pandemic: an exploratory study;Badawy Abeer;BMC Health Services Research,2022
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