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The affordances and limitations of collaborative science simulations: The analysis from multiple evidences.

, , , , , , , and . Comput. Educ., (2021)

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Visual behavior and self-efficacy of game playing: an eye movement analysis., , and . Interact. Learn. Environ., 27 (7): 942-952 (2019)A study of cognitive style, visual attention distributions and achievement of Web-based multimedia recipes learning., and . CogSci, cognitivesciencesociety.org, (2012)Online Information Searching Strategy Inventory (OISSI): A quick version and a complete version.. Comput. Educ., 53 (2): 473-483 (2009)Junior high school students' Internet usage and self-efficacy: A re-examination of the gender gap., and . Comput. Educ., 54 (4): 1182-1192 (2010)Developing an Internet Attitude Scale for high school students., , and . Comput. Educ., 37 (1): 41-51 (2001)The Analysis of Collaborative Science Learning with Simulations Through Dual Eye-Tracking Techniques., , , , , , and . CRIWG/CollabTech, volume 11677 of Lecture Notes in Computer Science, page 36-44. Springer, (2019)Gender differences in Taiwan high school students' computer game playing., and . Comput. Hum. Behav., 23 (1): 812-824 (2007)A Pilot Study of the Development of Online Learning Strategies Scale (OLSS).. ICALT, page 108-110. IEEE Computer Society, (2007)Visual attention for solving multiple-choice science problem: An eye-tracking analysis., , , , and . Comput. Educ., 58 (1): 375-385 (2012)Visual search patterns, information selection strategies, and information anxiety for online information problem solving., and . Comput. Educ., (2021)