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Designing educational experiences using ubiquitous technology., , , и . Comput. Hum. Behav., 22 (1): 67-76 (2006)Tracing success: graphical methods for analysing successful collaborative problem solving., и . Comput. Educ., 41 (4): 369-378 (2003)Gender, computer experience and computer-based problem solving., , , и . Comput. Educ., 26 (1-3): 179-187 (1996)Evidence from a series of experiments on video-mediated collaboration: does eye contact matter?, , , , и . CSCL, стр. 371-378. International Society of the Learning Sciences, (2002)Cognitive interviewing as a method to inform questionnaire design and validity - Immersive Technology Evaluation Measure (ITEM) for healthcare education., , , и . Comput. Educ. X Real., (January 2023)The effect of different types of TikTok dance challenge videos on young women's body satisfaction., , , , , и . Comput. Hum. Behav., (October 2023)The relationship between Internet identification, Internet anxiety and Internet use., , , , и . Comput. Hum. Behav., 23 (3): 1408-1420 (2007)Gender differences in response to Facebook status updates from same and opposite gender friends., , , , , и . Comput. Hum. Behav., (2016)Gender and information communication technology., , , и . J. Comput. Assist. Learn., 22 (5): 317-319 (2006)Scene-Driver: An Interactive Narrative Environment Using Content from an Animated Children's Television Series., , , и . TIDSE, том 3105 из Lecture Notes in Computer Science, стр. 213-218. Springer, (2004)