Mina Johnson-Glenberg

Orcid: 0000-0003-0941-3744

According to our database1, Mina Johnson-Glenberg authored at least 23 papers between 1999 and 2023.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

On csauthors.net:

Bibliography

2023
Promoting musical instrument learning in virtual reality environment: Effects of embodiment and visual cues.
Comput. Educ., June, 2023

Embodied mixed reality with passive haptics in STEM education: randomized control study with chemistry titration.
Frontiers Virtual Real., March, 2023

2021
Platform is not destiny: Embodied learning effects comparing 2D desktop to 3D virtual reality STEM experiences.
J. Comput. Assist. Learn., 2021

Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion.
J. Comput. Assist. Learn., 2021

Editorial: Compelling COVID-19 Graphical Simulations.
Frontiers Comput. Sci., 2021

AR-some Chemistry Models: Interactable 3D Molecules through Augmented Reality.
Proceedings of the MobileHCI '21: 23rd International Conference on Mobile Human-Computer Interaction, Extented Abstracts, Toulouse & Virtual Event, France, 27 September 2021, 2021

COVIDCampus Game: Making Safer Choices.
Proceedings of the 7th International Conference of the Immersive Learning Research Network, 2021

2020
Presence and Platform: Effects of Embodiment Comparing a 2D Computer and 3D VR Game.
Proceedings of the 6th International Conference of the Immersive Learning Research Network, 2020

Embodied Agentic STEM Education: Effects of 3D VR Compared to 2D PC.
Proceedings of the 6th International Conference of the Immersive Learning Research Network, 2020

Work-in-Progress - Titration Experiment: Virtual Reality Chemistry Lab with Haptic Burette.
Proceedings of the 6th International Conference of the Immersive Learning Research Network, 2020

2019
On the Understanding of Students' Learning and Perceptions of Technology Integration in Low- and High-embodied Group Learning.
Proceedings of the 13th International Conference on Computer Supported Collaborative Learning, 2019

The Necessary Nine: Design Principles for Embodied VR and Active Stem Education.
Proceedings of the Learning in a Digital World, 2019

2018
Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls.
Frontiers Robotics AI, 2018

2015
If the Gear Fits, Spin It!: Embodied Education and in-Game Assessments.
Int. J. Gaming Comput. Mediat. Simulations, 2015

2014
Science Sims and Games: Best Design Practices and Fave Flops.
Proceedings of the Learning and Becoming in Practice: Proceedings of the 11th International Conference of the Learning Sciences, 2014

2013
Using Motion Sensing for Learning: A Serious Nutrition Game.
Proceedings of the Virtual, Augmented and Mixed Reality. Systems and Applications, 2013

2012
Avatar-based simulation in the evaluation of diagnosis and management of mental health disorders in primary care.
J. Biomed. Informatics, 2012

You're It! Body, Action, and Object in STEM Learning.
Proceedings of the Future of Learning: Proceedings of the 10th International Conference of the Learning Sciences, 2012

2010
A Next Gen Interface for Embodied Learning: SMALLab and the Geological Layer Cake.
Int. J. Gaming Comput. Mediat. Simulations, 2010

2009
Embodied and mediated learning in SMALLab: a student-centered mixed-reality environment.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2009

SMALLab: a mixed-reality environment for embodied and mediated learning.
Proceedings of the 17th International Conference on Multimedia 2009, 2009

2008
Fragile X syndrome: Neural network models of sequencing and memory.
Cogn. Syst. Res., 2008

1999
Not Propositions.
Cogn. Syst. Res., 1999


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