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An Overview of Current Findings From Empirical Research on Online Teacher Professional Development

, , , , and . Harvard Graduate School of Education, (2005)

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Presence and Middle School Students' Participation in a Virtual Game Environment to Assess Science Inquiry., , and . J. Educ. Technol. Soc., 15 (1): 53-63 (2012)An Overview of Current Findings From Empirical Research on Online Teacher Professional Development, , , , and . Harvard Graduate School of Education, (2005)A multi-user virtual environment for building and assessing higher order inquiry skills in science., , , and . Br. J. Educ. Technol., 41 (1): 56-68 (2010)"We'll be Scratching all the Time"., , , , , and . SIGCSE, page 1281. ACM, (2020)Exploring Cognitive Load in Immersive Educational Games: The SAVE Science Project., , and . Int. J. Gaming Comput. Mediat. Simulations, 2 (1): 31-39 (2010)Rethinking pedagogy: using multi-user virtual environments to foster authentic science learning., , , and . ICLS (1), page 438-445. International Society of the Learning Sciences, (2008)Reviving Dewey's "reflective thinking" framework for the design of problems in virtual learning environment-based assessments of content and inquiry., , , , and . ICLS, page 358-359. International Society of the Learning Sciences / ACM DL, (2010)Exploring embedded guidance and self-efficacy in educational multiuser virtual environments., and . CSCL, page 548-550. International Society of the Learning Sciences / ACM DL, (2007)Virtual environment-based assessments of science content and inquiry: the SAVE science project., , , , , , , , , and 2 other author(s). ICLS, page 248-249. International Society of the Learning Sciences / ACM DL, (2010)Computational Thinking-Integrated Elementary Science with Culturally Responsive Teaching: A Vignette Study., , , , and . SIGCSE (2), page 1309. ACM, (2023)