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Incorporation of peer-feedback into the pedagogical use of spherical video-based virtual reality in writing education.

, , , and . Br. J. Educ. Technol., 55 (2): 519-540 (March 2024)

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Effects of peer assessment within the context of spherical video-based virtual reality on EFL students' English-Speaking performance and learning perceptions., , and . Comput. Educ., (2020)Sustaining the adoption of gamified outdoor social enquiry learning in high schools through addressing teachers' emerging concerns: A 3-year study.. Br. J. Educ. Technol., 50 (3): 1275-1293 (2019)Adoption of flipped learning in social humanities education: the FIBER experience in secondary schools., , , and . Interact. Learn. Environ., 27 (8): 1222-1238 (2019)Gamifying and Mobilising Social Enquiry-based Learning in Authentic Outdoor Environments., , , and . J. Educ. Technol. Soc., 21 (4): 277-292 (2018)Impeding Phenomena Emerging from Students' Constructivist Online Game-Based Learning Process: Implications for the Importance of Teacher Facilitation., and . J. Educ. Technol. Soc., 18 (2): 262-283 (2015)Harnessing Computer Games in Education., , , and . Int. J. Distance Educ. Technol., 6 (1): 1-9 (2008)FARMTASIA: an online game-based learning environment based on the VISOLE pedagogy., , , , , , and . Virtual Real., 12 (1): 17-25 (2008)Effects of applying a VR-based two-tier test strategy to promote elementary students' learning performance in a Geology class., , , and . Br. J. Educ. Technol., 51 (1): 148-165 (2020)Learning Online: A Comparative Study of a Situated Game-Based Approach and a Traditional Web-Based Approach., , , , and . Edutainment, volume 3942 of Lecture Notes in Computer Science, page 541-551. Springer, (2006)VISOLE: An Example of Hybrid Learning., , , and . ICHL, volume 5169 of Lecture Notes in Computer Science, page 348-358. Springer, (2008)