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Computer self-efficacy, cognitive, and metacognitive strategies of high school students while engaged in interactive learning modules.

, , , , and . FIE, page 1468-1470. IEEE Computer Society, (2013)

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Personal learning environment toward lifelong learning: an ontology-driven conceptual model., , and . Interact. Learn. Environ., 31 (10): 6445-6461 (December 2023)The Third Wave of Self-Regulated Learning's Measurement and Intervention Tools: Designing 'Diaria' as a New Generation of Learning Diary., , and . Int. J. Emerg. Technol. Learn., 18 (9): 216-242 (May 2023)Understanding of the Relationship Between Interest and Expectancy for Success in Engineering Design Activity in Grades 9-12., , and . J. Educ. Technol. Soc., 15 (1): 152-161 (2012)Computer self-efficacy, cognitive, and metacognitive strategies of high school students while engaged in interactive learning modules., , , , and . FIE, page 1468-1470. IEEE Computer Society, (2013)Shared note-taking using electronic enhanced guided notes: Peer-review activity, performance, and self-regulated learning skills., and . FIE, page 960-965. IEEE Computer Society, (2013)Investigation of motivation theory on pedagogical agents design in the online learning environment., and . ICETC, page 217-222. ACM, (2018)Has Culture an Impact on the Importance of UX Aspects?, and . MuC (Workshopband), Gesellschaft für Informatik e.V., (2018)Cultural Differences in the Perception of User Experience., , , and . MuC, page 267-272. Gesellschaft für Informatik e.V., (2017)Work in progress: Implementation of enhanced guided notes and collaborative note-taking in learning electric circuit concepts., and . FIE, page 1-2. IEEE Computer Society, (2012)Work in progress - Assessing cognitive skills in asynchronous online discussion: A case study of Student Centered E-Learning Environment in Indonesia., , , and . FIE, page 1. IEEE Computer Society, (2011)