Pablo Garaizar
Orcid: 0000-0001-8160-9130
According to our database1,
Pablo Garaizar
authored at least 32 papers
between 2012 and 2022.
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Bibliography
2022
A Pragmatic Approach for Evaluating and Accrediting Digital Competence of Digital Profiles: A Case Study of Entrepreneurs and Remote Workers.
Technol. Knowl. Learn., 2022
2021
Use of a Simulated Social Network as an Educational Tool to Enhance Teacher Digital Competence.
Rev. Iberoam. de Tecnol. del Aprendiz., 2021
How do students develop computational thinking? Assessing early programmers in a maze-based online game.
Comput. Sci. Educ., 2021
First Steps Towards Automatically Defining the Difficulty of Maze-Based Programming Challenges.
IEEE Access, 2021
Lempel: Developing the pattern recognition skill in computational thinking through an online educational game.
Proceedings of the Learning Analytics Summer Institute Spain 2021: Learning analytics in times of COVID-19: Opportunity from crisis, 2021
Proceedings of the Learning Analytics Summer Institute Spain 2021: Learning analytics in times of COVID-19: Opportunity from crisis, 2021
2020
Exploring the Progression of Early Programmers in a Set of Computational Thinking Challenges via Clickstream Analysis.
IEEE Trans. Emerg. Top. Comput., 2020
User perspectives in the design of interactive everyday objects for sustainable behaviour.
Int. J. Hum. Comput. Stud., 2020
Validating item response processes in digital competence assessment through eye-tracking techniques.
Proceedings of the TEEM'20: Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality, 2020
2019
Interact. Learn. Environ., 2019
On the Side Effects of Automation in IoT: Complacency and Comfort vs. Relapse and Distrust.
CoRR, 2019
User Involvement Matters: The Side-Effects of Automated Smart Objects in Pro-environmental Behaviour.
Proceedings of the 9th International Conference on the Internet of Things, 2019
2018
An experimental study on the applicability of SYN cookies to networked constrained devices.
Softw. Pract. Exp., 2018
Using children's search patterns to predict the quality of their creative problem solving.
Aslib J. Inf. Manag., 2018
Design-insights for Devising Persuasive IoT Devices for Sustainability in the Workplace.
Proceedings of the 2018 Global Internet of Things Summit, 2018
2017
Fishing for phishers. Improving Internet users' sensitivity to visual deception cues to prevent electronic fraud.
Comput. Hum. Behav., 2017
Proceedings of the 5th International Conference on Technological Ecosystems for Enhancing Multiculturality, 2017
Suggesting a Log-Based Creativity Measurement for Online Programming Learning Environment.
Proceedings of the Fourth ACM Conference on Learning @ Scale, 2017
Proceedings of the Learning and Collaboration Technologies. Technology in Education, 2017
2016
Embedding intelligent eco-aware systems within everyday things to increase people's energy awareness.
Soft Comput., 2016
Rev. Iberoam. de Tecnol. del Aprendiz., 2016
BMC Bioinform., 2016
2015
Int. J. Emerg. Technol. Learn., 2015
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015
2014
Learning Physics Down a Slide: A Set of Experiments to Measure Reality Through Smartphone Sensors.
Int. J. Interact. Mob. Technol., 2014
ARIIMA: A Real IoT Implementation of a Machine-Learning Architecture for Reducing Energy Consumption.
Proceedings of the Ubiquitous Computing and Ambient Intelligence. Personalisation and User Adapted Services, 2014
A multimodal learning analytics view of HTML5 APIs: technical benefits and privacy risks.
Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality, 2014
Proceedings of the Eighth International Conference on Innovative Mobile and Internet Services in Ubiquitous Computing, 2014
Proceedings of the IEEE Frontiers in Education Conference, 2014
To switch off the coffee-maker or not: that is the question to be energy-efficient at work.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014
2013
Swiping fingers on a screen is not enough! Dusting off toy blocks to build new gaming experiences through mobile apps.
Proceedings of the IEEE Global Engineering Education Conference, 2013
2012
Int. J. Online Eng., 2012