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Kindergartners' Color Preference and Temperament in Embodied Interactive Video Game., , , , и . Edutainment, том 5670 из Lecture Notes in Computer Science, стр. 473-478. Springer, (2009)The Learning Effectiveness of Blended and Embodied Interactive Video Game on Kindergarten Students., , и . Edutainment, том 5670 из Lecture Notes in Computer Science, стр. 456-463. Springer, (2009)Internet cognitive failure and fatigue relevant to learners' self-regulation and learning progress in English vocabulary with a calibration scheme., , , , , и . J. Comput. Assist. Learn., 31 (5): 450-461 (2015)A comparative study of the learning effectiveness of a blended and embodied interactive video game for kindergarten students., , , , и . Interact. Learn. Environ., 21 (1): 39-53 (2013)Applying the technology acceptance model in a study of the factors affecting usage of the Taiwan digital archives system., , , , и . Comput. Educ., 57 (3): 2086-2094 (2011)The role of pre-game learning attitude in the prediction to competitive anxiety, perceived utility of pre-game learning of game, and gameplay interest., , , , и . Interact. Learn. Environ., 24 (1): 239-251 (2016)Exploring teachers' attitudes toward implementing new ICT educational policies., , , , и . Interact. Learn. Environ., 30 (10): 1823-1837 (2022)Using a "prediction-observation-explanation" inquiry model to enhance student interest and intention to continue science learning predicted by their Internet cognitive failure., , , , и . Comput. Educ., (2014)Applying the technology acceptance model to investigate the factors comparing the intention between EIVG and MCG systems., и . IGIC, стр. 29-30. IEEE Computer Society, (2011)Internet cognitive failure relevant to self-efficacy, learning interest, and satisfaction with social media learning., , , , , и . Comput. Hum. Behav., (2016)