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Analyzing Behavioral Patterns in an Introductory Programming MOOC at University Level.

, , , and . LWMOOCS, page 114-119. IEEE, (2022)

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sCool - Game-Based Learning in Computer Science Class: A Case Study in Secondary Education., , and . Int. J. Eng. Pedagog., 9 (2): 35-50 (2019)Analyzing Social Networks and Learning Content on a Discussion Forum of an Introductory Programming MOOC in Higher Education., , , and . LWMOOCS, page 1-6. IEEE, (2023)Learning Security Awareness in Email Communication Using a Platform for Digital Skill Teaching., , , and . TALE, page 38-45. IEEE, (2022)Work-in-Progress-Volumetric Communication for Remote Assistance Giving Cardiopulmonary Resuscitation., , , , , , , and . iLRN, page 1-3. IEEE, (2022)Beyond Gaming: The Potential of Twitch for Online Learning and Teaching., , and . ITiCSE (1), page 74-80. ACM, (2021)Developing and Evaluating a Multiplayer Game Mode in a Programming Learning Environment., , , and . iLRN, page 1-8. IEEE, (2022)Research Agenda 2030: The Great Questions of Immersive Learning Research., , , , , , , and . iLRN, volume 1904 of Communications in Computer and Information Science, page 161-172. Springer, (2023)Designing and Developing a Learning Analytics Platform for the Coding Learning Game sCool., , and . IMCL, volume 411 of Lecture Notes in Networks and Systems, page 547-558. Springer, (2021)Immersively Learning Object Oriented Programming Concepts With sCool., , , and . iLRN, page 124-131. IEEE, (2020)CPR Emergency Assistance Through Mixed Reality Communication., , , , , , , , and . ITS, volume 13891 of Lecture Notes in Computer Science, page 415-429. Springer, (2023)