Shantanu Vyas, Ting-Ju Chen, Jay Woodward & Vinayak R. Krishnamurthy. (2023) Reflect–Express–Transform: Investigating Speech-Based Iterative Digital Design for Young Designers. Journal of Computing and Information Science in Engineering 23:3.
Crossref
Shantanu Vyas, Ting-Ju Chen, Ronak R. Mohanty & Vinayak R. Krishnamurthy. (2022) Making-a-Scene: A Preliminary Case Study on Speech-Based 3D Shape Exploration Through Scene Modeling. Journal of Computing and Information Science in Engineering 22:6.
Crossref
Lyz Howard. 2022. Research Anthology on Remote Teaching and Learning and the Future of Online Education. Research Anthology on Remote Teaching and Learning and the Future of Online Education
911
937
.
Lesley June Fearn. 2022. English as a Foreign Language in a New-Found Post-Pandemic World. English as a Foreign Language in a New-Found Post-Pandemic World
226
249
.
Lyz Howard. 2020. Handbook of Research on Online Discussion-Based Teaching Methods. Handbook of Research on Online Discussion-Based Teaching Methods
202
228
.
Potapova Irina. 2020. Avatar-Based Models, Tools, and Innovation in the Digital Economy. Avatar-Based Models, Tools, and Innovation in the Digital Economy
225
252
.
Vardan Mkrttchian, Igor Krevskiy, Alexander Bershadsky, Tatiana Glotova, Leyla Gamidullaeva & Sergey Vasin. (2019) Web-Based Learning and Development of University's Electronic Informational Educational Environment. International Journal of Web-Based Learning and Teaching Technologies 14:1, pages 32-53.
Crossref
Lana Hiasat & Anthony John Pollitt. 2019. Cases on Smart Learning Environments. Cases on Smart Learning Environments
256
282
.
Alberth, Yun Wang & William Yu Chjung Wang. 2019. Learning Technology for Education Challenges. Learning Technology for Education Challenges
362
368
.
Hyunjung Park & Sung Joo Park. (2016) Communication behavior and online knowledge collaboration: evidence from Wikipedia. Journal of Knowledge Management 20:4, pages 769-792.
Crossref
Zeynep Tanes. 2016. Emerging Research and Trends in Gamification. Emerging Research and Trends in Gamification
167
195
.
Maria de Fátima Goulão. (2014) Performance of Students in an Online Asynchronous Work. Procedia - Social and Behavioral Sciences 116, pages 4673-4677.
Crossref
Carys A. Watts & Katie Wray. (2012) Using toolkits to achieve STEM enterprise learning outcomes. Education + Training 54:4, pages 259-277.
Crossref
Crispin Dale & Ghislaine Povey. 2011. Models for Interdisciplinary Mobile Learning. Models for Interdisciplinary Mobile Learning
175
194
.
Muhammad Kamarul Kabilan, Norlida Ahmad & Mohamad Jafre Zainol Abidin. (2010) Facebook: An online environment for learning of English in institutions of higher education?. The Internet and Higher Education 13:4, pages 179-187.
Crossref
Peter B. Sloep. 2009. Computer-Mediated Social Networking. Computer-Mediated Social Networking
62
75
.
Peter Sloep & Liesbeth Kester. 2009. Learning Network Services for Professional Development. Learning Network Services for Professional Development
17
25
.