Publicaciones en las que colabora con Andoni Eguíluz (25)

2021

  1. A Log-Based Analysis of the Associations Between Creativity and Computational Thinking

    Journal of Educational Computing Research, Vol. 59, Núm. 5, pp. 926-959

  2. How do students develop computational thinking? Assessing early programmers in a maze-based online game

    Computer Science Education, Vol. 31, Núm. 2, pp. 259-289

  3. The Associations Between Computational Thinking and Creativity: The Role of Personal Characteristics

    Journal of Educational Computing Research, Vol. 58, Núm. 8, pp. 1415-1447

2020

  1. Computational thinking and creativity: A test for interdependency

    Proceedings of International Conference on Computational Thinking Education

  2. Exploring the Progression of Early Programmers in a Set of Computational Thinking Challenges via Clickstream Analysis

    IEEE Transactions on Emerging Topics in Computing, Vol. 8, Núm. 1, pp. 256-261

2019

  1. Creativity in the acquisition of computational thinking

    Interactive Learning Environments, Vol. 27, Núm. 5-6, pp. 628-644

2017

  1. INSPIRA, fomento de las vocaciones científico-tecnológicas en chicas mediante mentoría

    Servicio de Publicaciones = Argitalpen Zerbitzua

  2. Make world, a collaborative platform to develop computational thinking and STEAM

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

  3. Suggesting a log-based creativity measurement for online programming learning environment

    L@S 2017 - Proceedings of the 4th (2017) ACM Conference on Learning at Scale

  4. Trastea.club, an initatve to develop computatonal thinking among young students

    ACM International Conference Proceeding Series

2015

  1. Un juego Serio para Desarrollar y Evaluar la Competencia de Trabajo en Equipo

    IE Comunicaciones: Revista Iberoamericana de Informática Educativa, Núm. 21

2014

  1. A serious game to develop and assess teamwork competency

    2014 International Symposium on Computers in Education, SIIE 2014

  2. Serious game to develop and assess teamwork competency

    Acceso masivo y universal para un aprendizaje a lo largo de la vida: actas del XVI Simposio Internacional de Informática Educativa (SIIE' 14)

2013

  1. Analyzing the Level of Inclusion of Digital Educational Objects in Eskola 2.0

    Technologies for inclusive education: beyond traditional integration approaches (Hershey PA: Information Science Reference, 2013), pp. 199-219

2012

  1. A tool to evaluate the level of inclusion of digital learning objects

    Procedia Computer Science

  2. Acce-play: Accessibility in cinemas

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

  3. Augmented Reality for maintenance operator training using SURF points and homography

    2012 9th International Conference on Remote Engineering and Virtual Instrumentation, REV 2012

  4. Digital educational objects for an inclusive learning: Survey and guidelines for the experience in Eskola 2.0

    Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies, ICALT 2012

  5. Smartphones and teenagers, threat or opportunity

    2012 15th International Conference on Interactive Collaborative Learning, ICL 2012