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Read-only participants: a case for student communication in online classes.

, , and . Interact. Learn. Environ., 17 (1): 37-51 (2009)

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Towards Using Mobile Technologies to Digitise a Table-Top Game for Accountancy Students., and . mLearn, page 26:1-26:5. ACM, (2017)Codebook Co-Development to Understand Fidelity and Initiate Artificial Intelligence in Serious Games., , and . Int. J. Game Based Learn., 10 (1): 37-53 (2020)ICT in education policy and practice in developing countries: South Africa and Chile compared through SITES 2006., , , and . Comput. Educ., 55 (4): 1552-1563 (2010)Read-only participants: a case for student communication in online classes., , and . Interact. Learn. Environ., 17 (1): 37-51 (2009)South Africa's readiness to integrate ICT into mathematics and science pedagogy in secondary schools., and . Educ. Inf. Technol., 14 (4): 345-363 (2009)Comperacy assessment of postgraduate students' readiness for higher education., and . Internet High. Educ., 13 (3): 101-107 (2010)Success factors for serious games to enhance learning: a systematic review., , , and . Virtual Reality, 21 (1): 31-58 (2017)Part II: Survive with Vuvu on the Vaal: Electroencephalography Results of a Gameplay Experience Evaluation of a Mobile Serious Game for Statistics Education., and . mLearn, page 18:1-18:6. ACM, (2017)A heuristic evaluation of the design and development of a statistics serious game., , and . mLearn, page 16:1-16:7. ACM, (2017)Quantitizing Affective Data as Project Evaluation on the Use of a Mathematics Mobile Game and Intelligent Tutoring System., , , and . Informatics Educ., 18 (2): 375-402 (2019)