Pablo
Garaizar Sagarminaga
Universidad de Deusto
Bilbao, EspañaUniversidad de Deusto-ko ikertzaileekin lankidetzan egindako argitalpenak (64)
2024
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Creación de un juego de mesa educativo de ciencias
Aula de innovación educativa, Núm. 336, pp. 36-39
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The Integration of Project-Based Learning in Educational Robotics: Exploring Competition Robots Using the EASYbot Platform
Lecture Notes in Educational Technology (Springer Science and Business Media Deutschland GmbH), pp. 514-523
2022
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A Pragmatic Approach for Evaluating and Accrediting Digital Competence of Digital Profiles: A Case Study of Entrepreneurs and Remote Workers
Technology, Knowledge and Learning, Vol. 27, Núm. 3, pp. 843-878
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Design and Validation of a Novel Tool to Assess Citizens’ Netiquette and Information and Data Literacy Using Interactive Simulations
Sustainability (Switzerland), Vol. 14, Núm. 6
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The Impact of Female Role Models Leading a Group Mentoring Program to Promote STEM Vocations among Young Girls
Sustainability (Switzerland), Vol. 14, Núm. 3
2021
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A Log-Based Analysis of the Associations Between Creativity and Computational Thinking
Journal of Educational Computing Research, Vol. 59, Núm. 5, pp. 926-959
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First Steps towards Automatically Defining the Difficulty of Maze-Based Programming Challenges
IEEE Access, Vol. 9, pp. 64211-64223
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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
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Lempel: Developing the pattern recognition skill in computational thinking through an online educational game
CEUR Workshop Proceedings
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Smartphone sensor accuracy varies from device to device in mobile research: The case of spatial orientation
Behavior Research Methods, Vol. 53, Núm. 1, pp. 22-33
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The Associations Between Computational Thinking and Creativity: The Role of Personal Characteristics
Journal of Educational Computing Research, Vol. 58, Núm. 8, pp. 1415-1447
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Use of a Simulated Social Network as an Educational Tool to Enhance Teacher Digital Competence
Revista Iberoamericana de Tecnologias del Aprendizaje, Vol. 16, Núm. 1, pp. 107-114
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What makes a maze-based programming challenge difficult?
CEUR Workshop Proceedings
2020
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Computational thinking and creativity: A test for interdependency
Proceedings of International Conference on Computational Thinking Education
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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
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User perspectives in the design of interactive everyday objects for sustainable behaviour
International Journal of Human Computer Studies, Vol. 137
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Validating item response processes in digital competence assessment through eye-tracking techniques
ACM International Conference Proceeding Series
2019
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Best practices: Two Web-browser-based methods for stimulus presentation in behavioral experiments with high-resolution timing requirements
Behavior Research Methods, Vol. 51, Núm. 3, pp. 1441-1453
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Content and source analysis of popular tweets following a recent case of diphtheria in Spain
European Journal of Public Health, Vol. 29, Núm. 1, pp. 117-122
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Creativity in the acquisition of computational thinking
Interactive Learning Environments, Vol. 27, Núm. 5-6, pp. 628-644