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Dynamic feedback mechanism for maximizing interaction in online social network services.

, , , and . ASONAM, page 844-849. IEEE Computer Society, (2014)

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Understanding users' perceived needs and concerns toward mobile application integration in primary science education in Korea., , and . IJMLO, 9 (4): 315-333 (2015)IDC theory: habit and the habit loop., , , , , , , , , and 2 other author(s). Research and Practice in Technology Enhanced Learning, 15 (1): 10 (2020)Examining the Roles of Blended Learning Approaches in Computer-Supported Collaborative Learning (CSCL) Environments: A Delphi Study., and . J. Educ. Technol. Soc., 13 (3): 189-200 (2010)A Three-level Evaluation Framework For a Systematic Review of Contextual Mobile Learning., and . mLearn, volume 955 of CEUR Workshop Proceedings, page 164-171. CEUR-WS.org, (2012)Complex systems and learning: empirical research, issues, and "seeing" scientific knowledge with new eyes., , , , , , , and . ICLS (3), page 266-273. International Society of the Learning Sciences, (2008)Instructional methods for CSCL: review of case studies., and . CSCL, page 607-616. International Society of the Learning Sciences, (2005)Students' Capacity for Autonomous Learning in an Unstructured Learning Space on a Mobile Learning Trail., and . CSCL (2), page 169-172. International Society of the Learning Sciences, LuLu, Amazon, (2013)How Learners Employ Semiotic Resources for Collaborative Meaning-Making in Outdoor Mobile Learning., and . CSCL, International Society of the Learning Sciences, (2015)Gamified Digital Math Lessons for Lower Primary School Students., , , and . IIAI-AAI, page 691-694. IEEE Computer Society, (2017)Towards Designing a Mobile Social Learning Application with Meaningful Gamification Strategies., , , , , , , and . ICALT, page 170-174. IEEE Computer Society, (2015)