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A model for evaluating the effectiveness of remote engineering laboratories and simulations in education.

, , , and . Comput. Educ., 49 (3): 708-725 (2007)

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Assessment of the pilot implementation of a game-based gear design laboratory., , , and . FIE, page S4. IEEE Computer Society, (2011)Recent Developments in Game-Based Virtual Reality Educational Laboratories Using the Microsoft Kinect., , , , , and . Int. J. Emerg. Technol. Learn., 13 (1): 138-159 (2018)Fostering lifelong learning in a capstone design environment: An implementation assessment., and . FIE, page 1. IEEE Computer Society, (2011)Content-rich interactive online laboratory systems., , and . Comput. Appl. Eng. Educ., 17 (1): 61-79 (2009)Kinect-based Universal Range Sensor and its Application in Educational Laboratories., , , , and . Int. J. Online Eng., 11 (2): 26-35 (2015)A Virtual Proctor with Biometric Authentication for Facilitating Distance Education., , , and . REV, 22, page 110-124. Springer, (2017)Process and learning outcomes from remotely-operated, simulated, and hands-on student laboratories., , , , and . Comput. Educ., 57 (3): 2054-2067 (2011)Integration of Physical Devices into Game-based Virtual Reality., , , , , and . Int. J. Online Eng., 9 (5): 25-38 (2013)Concurrent Product and Process Design in Hot Forging., , and . Concurrent Engineering: R&A, 9 (1): 48-54 (2001)A decision-making framework model for design and manufacturing of mechanical transmission system development., and . Eng. Comput., 21 (2): 164-176 (2005)