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Designing sociable online learning environments and enhancing social presence: An affordance enrichment approach.

, and . Comput. Educ., (2019)

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Academic Media Architecture for Digital Learning Environments in Higher Education., , , , , , , , and . MKWI, page 869-880. Leuphana University Lüneburg, (2018)Towards a motivational design? Connecting gamification user types and online learning activities., and . Research and Practice in Technology Enhanced Learning, 15 (1): 1 (2020)Relations Between the Tendency to Invest in Virtual Presence, Actual Virtual Presence, and Learning Outcomes in Educational Computer Games., and . Int. J. Hum. Comput. Interaction, 28 (12): 775-783 (2012)Pathway to presence: an investigation of ambient awareness in online learning environments., and . Interact. Learn. Environ., 30 (2): 262-275 (2022)Designing sociable online learning environments and enhancing social presence: An affordance enrichment approach., and . Comput. Educ., (2019)A five-dimensional framework for authentic assessment, , and . Educational Technology Research and Development, 52 (3): 67 (Sep 1, 2004)The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games., and . Comput. Hum. Behav., 28 (2): 648-658 (2012)Explaining social presence and the quality of online learning with the SIPS model., and . Comput. Hum. Behav., (2017)The impact of intrinsic motivation on e-learning in authentic computer tasks., , and . J. Comput. Assist. Learn., 20 (5): 368-376 (2004)The surplus value of an authentic learning environment., , and . Comput. Hum. Behav., 21 (3): 509-521 (2005)