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Design and implementation factors in blended synchronous learning environments: Outcomes from a cross-case analysis.

, , , , and . Comput. Educ., (2015)

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Toward VR in VR: Assessing Engagement and Social Interaction in a Virtual Conference., , , , , , , and . IEEE Access, (2023)Design and implementation factors in blended synchronous learning environments: Outcomes from a cross-case analysis., , , , and . Comput. Educ., (2015)Guest Editorial Special Issue on Maker Learning in Computer Science and Engineering Education.. IEEE Trans. Educ., 60 (1): 38-39 (2017)Guest Editorial: Special Section on Learning through Wearable Technologies and the Internet of Things.. IEEE Trans. Learn. Technol., 9 (4): 301-303 (2016)Blended Synchronous Learning - A Handbook for Educators, , , , and . (2014)Enhancing Project-Based Learning Through Student and Industry Engagement in a Video-Augmented 3-D Virtual Trade Fair., , , , , and . IEEE Trans. Educ., 59 (4): 290-298 (2016)Learning analytics in massively multi-user virtual environments and courses., , and . J. Comput. Assist. Learn., 32 (3): 187-189 (2016)Podcasting syndication services and university students: Why don't they subscribe?, , and . Internet High. Educ., 12 (1): 53-59 (2009)Developing an Online Community to Promote Engagement and Professional Learning for Pre-Service Teachers Using Social Software Tools., and . J. Cases Inf. Technol., 12 (1): 17-30 (2010)The Effectiveness of Screencasts and Cognitive Tools as Scaffolding for Novice Object-Oriented Programmers., , and . J. Inf. Technol. Educ., (2008)