226 results on '"Joiner, Richard"'
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2. Evidence from a Series of Experiments on Videomediated Collaboration: Does Eye Contact Matter?
3. Cognitive interviewing as a method to inform questionnaire design and validity - Immersive Technology Evaluation Measure (ITEM) for healthcare education
4. Supporting every teacher: Using the Holistic Teacher Assessment (HTA) to measure social-emotional experiences of educators
5. Multisensory GPS impact on spatial representation in an immersive virtual reality driving game
6. A Social Return on Investment Case Study of a Sport and Leisure Programme
7. Case study of virtual reality sepsis management- instructional design and ITEM outcomes
8. Parental attachment security and problematic internet use in children: The mediating role of maladaptive cognitive emotion regulation strategies.
9. Understanding and Designing for Conflict Learning Through Games
10. Gender differences in response to Facebook status updates from same and opposite gender friends
11. A dialogue model of the resolution of inter-individual conflicts : implications for computer based collaborative learning
12. A Narrative Review of Immersive Technology Enhanced Learning in Healthcare Education
13. Effects of Primer Podcasts on Stimulating Learning from Lectures: How Do Students Engage?
14. Publically different, privately the same: Gender differences and similarities in response to Facebook status updates
15. Efficient Runtime Policy Enforcement Using Counterexample-Guided Abstraction Refinement
16. Constantly connected – The effects of smart-devices on mental health
17. The Impact of Pathological Levels of Internet-Related Anxiety on Internet Usage
18. Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?
19. Multisensory GPS impact on spatial representation in an immersive virtual reality driving game
20. Scene-Driver: An Interactive Narrative Environment Using Content from an Animated Children’s Television Series
21. Two Studies Examining Argumentation in Asynchronous Computer Mediated Communication
22. Investigating the Efficacy of Concept Mapping with Pupils with Autistic Spectrum Disorder
23. The Use of ICT to Support the Development of Practical Music Skills through Acquiring Keyboard Skills: A Classroom Based Study
24. Thinking with a Theory: Theory-Prediction Consistency and Young Children's Identification of Causality
25. Technologically Mediated Complex Problem-Solving on a Statistics Task
26. Holistic Teacher Assessment
27. Tracing Success: Graphical Methods for Analysing Successful Collaborative Problem Solving
28. The Effects of Communication Medium on Argumentation and the Development of Critical Thinking
29. Understanding and Designing for Conflict Learning Through Games
30. Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?
31. Gender and Social Comparison Effects in Computer-Based Problem Solving.
32. The Negotiation of Dialogue Focus: An Investigation of Dialogue Processes in Joint Planning in a Computer Based Task
33. Two Studies Investigating Gender Differences in Response to Facebook Status Updates
34. Getting Acquainted with Groups and Individuals: Information Seeking, Social Uncertainty and Social Network Sites
35. Thinking with a theory: Theory-prediction consistency and young children's identification of causality
36. The Effect of Gender on Children's Software Preferences.
37. The Effects of Gender, Expectations of Success and Social Comparison on Children's Performance on a Computer-Based Task.
38. Gender, Task Scenarios and Children's Computer-Based Problem Solving.
39. The Development of Children's Ability to Balance Objects on a Fulcrum: Examining Karmiloff-Smith's Model of Cognitive Development.
40. Gender Digital Divide
41. Gender, Computer Experience and Computer-Based Problem Solving.
42. Introduction
43. The mediating effect of task presentation on collaboration and children's acquisition of scientific reasoning
44. The relationship between Internet identification, Internet anxiety and Internet use
45. Mind and Body:an early intervention group programme for adolescents with self-harm thoughts and behaviours
46. Racing Academy
47. Re-using digital narrative content in interactive games
48. Designing educational experiences using ubiquitous technology
49. Efficient Runtime Policy Enforcement Using Counterexample-Guided Abstraction Refinement
50. The use of ICT to support the development of practical music skills through acquiring keyboard skills: a classroom based study
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