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Storification in History education: A mobile game in and about medieval Amsterdam.

, , and . Comput. Educ., 52 (2): 449-459 (2009)

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Students' Learning Outcomes in Massive Open Online Courses (MOOCs): Some Suggestions for Course Design., and . Journal of Higher Education/Yükseköğretim Dergisi, (2017)Evaluating retrieval practice in a MOOC: how writing and reading summaries of videos affects student learning., , , , , , , and . LAK, page 216-225. ACM, (2018)Storification in History education: A mobile game in and about medieval Amsterdam., , and . Comput. Educ., 52 (2): 449-459 (2009)Mobile game-based learning in secondary education: Students' immersion, game activities, team performance and learning outcomes., , , and . Comput. Hum. Behav., (2019)A Role-Play Game to Facilitate the Development of Students. Reflective Internet Skills.. J. Educ. Technol. Soc., 18 (3): 301-308 (2015)Teachers in school-based technology innovations: A typology of their beliefs on teaching and technology., , , , , , , , , and 2 other author(s). Comput. Educ., (2017)Design Elemens for A CSCL Environment in a Teacher Training Programme., , , and . WCCE, volume 217 of IFIP Conference Proceedings, page 745-754. Kluwer, (2001)Effects of remote labs on cognitive, behavioral, and affective learning outcomes in higher education., , , and . Comput. Educ., (2019)Citizenship Development of Adolescents during the Lower Grades of Secondary Education, , , , and . Journal of Adolescence, (2015)Learning Strategies in Self-directed Language Learning Using Mobile Technology in Higher Education: A Systematic Scoping Review., , and . Educ. Inf. Technol., 27 (6): 7749-7780 (2022)