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On learning platform metrics as markers for student success in a course.

, , and . Comput. Appl. Eng. Educ., 31 (5): 1412-1432 (September 2023)

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Can Game-Based Learning Enhance Engineering Communication Skills?, and . IEEE Trans. Prof. Communication, 60 (1): 24-41 (2017)Adaptive learning in a numerical methods course for engineers: Evaluation in blended and flipped classrooms., and . Comput. Appl. Eng. Educ., 28 (1): 62-79 (2020)Assessing the Impact of Reflective Activities in Digital and Analog Electronics Courses., and . IEEE Trans. Educ., 62 (2): 141-148 (2019)Enhanced Student Engagement through Teamwork, Gamification, and Diversity & Inclusion Best Practices in an Electromagnetics Course., , and . FIE, page 1-6. IEEE, (2021)A Case Study of Post-Workshop Use of Simple Active Learning in an Introductory Computing Sequence., and . IEEE Trans. Educ., 61 (3): 167-176 (2018)A classroom-based simulation-centric approach to microelectronics education., and . Comput. Appl. Eng. Educ., 26 (4): 768-781 (2018)A New Approach to Teaching Statics Using a Makerspace., , , and . FIE, page 1-4. IEEE, (2019)Exploring the impact game-based learning has on classroom environment and student engagement within an engineering product design class., and . TEEM, page 191-196. ACM, (2014)Student perspectives on application of game-based learning within a graduate-level engineering course., , , , and . FIE, page 1-5. IEEE Computer Society, (2016)Adaptive learning: Helpful to the flipped classroom in the online environment of COVID?, , and . Comput. Appl. Eng. Educ., 30 (2): 517-531 (2022)