Allan Fowler

Orcid: 0000-0003-1061-5511

According to our database1, Allan Fowler authored at least 26 papers between 2011 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2024
Educator Experiences of Low Overhead Student Project Risk Management.
Proceedings of the 26th Australasian Computing Education Conference, 2024

2023
Dancing in a Tutu: Using a Ballet Robot to Encourage Young Girls into Robotics.
Proceedings of the 32nd IEEE International Conference on Robot and Human Interactive Communication, 2023


2022
Asymmetric interfaces with stylus and gesture for VR sketching.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

GitHub in the Classroom: Lessons Learnt.
Proceedings of the ACE '22: Australasian Computing Education Conference, Virtual Event, Australia, February 14, 2022

2021
Tool-based Asymmetric Interaction for Selection in VR.
Proceedings of the SA '21: SIGGRAPH Asia 2021 Technical Communications, Tokyo, Japan, December 14, 2021

Two Decades of Game Jams.
Proceedings of the ICGJ 2021: Sixth Annual International Conference on Game Jams, 2021

Tokenfication - The potential of non-fungible tokens (NFT) for game development.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

2020
Jamming across borders: An exploratory study.
Proceedings of the International Conference on Game Jams, 2020

2019
Jamming with children: an experience report.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Identifying Cognitive Load in a Computer Game: An exploratory study of young children.
Proceedings of the IEEE Conference on Games, 2019

2018
The Pedagogical Potential of Game Jams.
Proceedings of the 19th Annual SIG Conference on Information Technology Education, 2018

The Potential of Young Learners Making Games: An Exploratory Study.
Proceedings of the IEEE Games, Entertainment, Media Conference, 2018

2017
Engaging under-represented minorities in STEM through game jams.
Proceedings of the Second International Conference on Game Jams, 2017

Engaging young learners in making games: an exploratory study.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

2016
Understanding the benefits of game jams: Exploring the potential for engaging young learners in STEM.
Proceedings of the 2016 ITiCSE Working Group Reports, 2016

2015
Understanding learning within a commercial video game: A case study.
CoRR, 2015

Kanakatana: Teaching Japanese through Game Mechanics.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

NPCAgency: Procedural Generation of NPCs.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Automated Generation of Conversational Non Player Characters.
Proceedings of the 8th Workshop on Intelligent Narrative Technologies and 4th Workshop on Social Believability in Games, 2015

2014
Measuring Learning in Video Games: A Case Study.
Proceedings of the 2014 Conference on Interactive Entertainment, 2014

Game jam: [4 research].
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
An International Study on Learning and Process Choices in the Global Game Jam.
Int. J. Game Based Learn., 2013

Measuring learning and fun in video games for young children: a proposed method.
Proceedings of the Interaction Design and Children 2013, 2013

2012
Kodu Game Lab: a programming environment.
Comput. Games J., 2012

2011
Kodu game lab: improving the motivation for learning programming concepts.
Proceedings of the Foundations of Digital Games, 2011


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