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A longitudinal analysis of the behavioural patterns in teachers using blogs for knowledge interactions.

, , and . Br. J. Educ. Technol., 42 (2): 34- (2011)

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Exploring the role of flow experience, learning performance and potential behavior clusters in elementary students' game-based learning., , and . Interact. Learn. Environ., 24 (1): 178-193 (2016)Learning English with Online Game: A Preliminary Analysis of the Status of Learners' Learning, Playing and Interaction.. Edutainment, volume 6872 of Lecture Notes in Computer Science, page 191-194. Springer, (2011)Analyzing the latent emotional transfer pattern (LETP) of a learning community in an online peer-assessment activity., and . Br. J. Educ. Technol., 43 (4): 113- (2012)A case study of online instructional collaborative discussion activities for problem-solving using situated scenarios: An examination of content and behavior cluster analysis.. Comput. Educ., 56 (3): 712-719 (2011)Evaluating multiple aspects of a digital educational problem-solving-based adventure game., and . Comput. Hum. Behav., (2014)Apply an Augmented Reality in a Mobile Guidance to Increase Sense of Place for Heritage Places., , , , and . J. Educ. Technol. Soc., 18 (2): 166-178 (2015)Analyzing the Learning Process of an Online Role-Playing Discussion Activity.. J. Educ. Technol. Soc., 15 (1): 211-222 (2012)Exploring Learners' Sequential Behavioral Patterns, Flow Experience, and Learning Performance in an Anti-Phishing Educational Game., , , and . J. Educ. Technol. Soc., 20 (1): 45-60 (2017)Running Tommy©: Developing a Digital Adventure Game Based on Situated Learning to Promote Learners' Concepts of Earthquake Escape., , , , , , and . DIGITEL, page 156-158. IEEE, (2012)Design of a Virtual Reality Educational Game for the Development of Hospitality Service Application Capabilities Integrating Role-Playing Mechanism., and . IIAI-AAI, page 711-712. IEEE, (2023)