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An interface strategy for promoting reflective cognition in children

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Published:18 April 1996Publication History

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References

  1. 1.Klawe, M. M. & Phillips, E. (1995). A classroom study: Electronic games engage children as researchers. Proceedings of Computer Support for Collaborative Learning '95 (CSCL), Bloomington, indiana. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. 2.Klawe, M.M., Super, D. & Westrom, M.L. (1995). Counting on Frank: Postmortem of an Edutainment Product. Available from: <http://www.cs.ubc,ca/nest/egems/home.html>Google ScholarGoogle Scholar
  3. 3.Norman, D. A. (1993). Things that make us smart: Defining human attributes in the age of the machine. New York: Addison-Wesley Publishing Company Google ScholarGoogle ScholarDigital LibraryDigital Library

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  1. An interface strategy for promoting reflective cognition in children

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        cover image ACM Conferences
        CHI '96: Conference Companion on Human Factors in Computing Systems
        April 1996
        448 pages
        ISBN:0897918320
        DOI:10.1145/257089

        Copyright © 1996 ACM

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        Publication History

        • Published: 18 April 1996

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