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Offline-enabled web-based E-leaming for improved user experience in Africa.

, , and . AFRICON, page 736-742. IEEE, (2017)

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Finding Learning and Teaching Content inside HPI School Cloud (Schul-Cloud)., , , and . EDUCON, page 1324-1330. IEEE, (2019)Towards a Better Understanding of Mobile Learning in MOOCs., , , and . LWMOOCS, page 1-4. IEEE, (2018)Taking Informed Action on Student Activity in MOOCs., , and . L@S, page 149-152. ACM, (2017)Creating a Framework for User-Centered Development and Improvement of Digital Education., , and . L@S, page 31:1-31:4. ACM, (2019)Smart MOOC - Social Computing for Learning and Knowledge Sharing., , , and . CSEDU (2), page 391-396. SciTePress, (2018)978-989-758-291-2.Embedded smart home - remote lab grading in a MOOC with over 6000 participants., , , and . SysCon, page 1-6. IEEE, (2017)CodeOcean - A versatile platform for practical programming excercises in online environments., , , , and . EDUCON, page 314-323. IEEE, (2016)Exploring possibilities to partially transform simulation exercises into interactive games on OpenWHO.org digitizing live role-playing game exercises online for epidemics and health emergency work., , , and . SeGAH, page 1-6. IEEE, (2018)Automatisierte Online-Aufsicht im Kontext der Wertigkeit von Zertifikaten einer MOOC Plattform., , , and . DeLFI, volume P-262 of LNI, page 125-136. GI, (2016)Lightweight ad hoc assessment of practical programming skills at scale., , , , and . EDUCON, page 475-483. IEEE, (2014)