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Differences in Views of School Principals and Teachers regarding Technology Integration.

, , , and . J. Educ. Technol. Soc., 20 (3): 42-53 (2017)

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Rethinking Serious Games Design in the Age of COVID-19: Setting the Focus on Wicked Problems., , and . JCSG, volume 12434 of Lecture Notes in Computer Science, page 243-259. Springer, (2020)A Monitoring and Evaluation Scheme for an ICT-Supported Education Program in Schools., , , and . J. Educ. Technol. Soc., 13 (2): 166-179 (2010)Beyond Nintendo: design and assessment of educational video games for first and second grade students., , , , , , , , , and 2 other author(s). Comput. Educ., 40 (1): 71-94 (2003)Some recommendations for the reporting of quantitative studies., , , and . Comput. Educ., (2015)Teachers' support with ad-hoc collaborative networks., , , , , , and . J. Comput. Assist. Learn., 21 (3): 171-180 (2005)Co-located single display collaborative learning for early childhood education., , , , , and . Int. J. Comput. Support. Collab. Learn., 8 (2): 225-244 (2013)Differences in Views of School Principals and Teachers regarding Technology Integration., , , and . J. Educ. Technol. Soc., 20 (3): 42-53 (2017)Introducing 1 to 1 in the classroom: A large-scale experience in Chile., , , and . J. Educ. Technol. Soc., 16 (3): 315-328 (2013)An exploratory study of the relationship between meaning-making and quality in games., , and . Multim. Tools Appl., 78 (10): 13539-13564 (2019)Leveraging a collaborative augmented reality serious game to promote sustainability awareness, commitment and adaptive problem-management., , , , , , and . Int. J. Hum. Comput. Stud., (April 2023)