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                             41 gevonden resultaten
nr titel auteur tijdschrift jaar jaarg. afl. pagina('s) type
1 Accidentally Attentive:Comparing visual, close-ended, and open-ended measures of attention on social media Vraga, Emily K.

99 C p. 235-244
artikel
2 Advice reification, learning, and emergent collective intelligence in online health support communities Introne, Joshua

99 C p. 205-218
artikel
3 A latent profile analysis of adult students’ online self-regulation in blended learning environments Vanslambrouck, Silke

99 C p. 126-136
artikel
4 A quantitative analysis of factors related to Taiwan teenagers’ smartphone addiction tendency using a random sample of parent-child dyads Chou, Hui-Lien

99 C p. 335-344
artikel
5 Are males more likely to be addicted to the internet than females? A meta-analysis involving 34 global jurisdictions Su, Wenliang

99 C p. 86-100
artikel
6 Battling gender stereotypes: A user study of a code-learning game, “Code Combat,” with middle school children Yücel, Yeliz

99 C p. 352-365
artikel
7 Commerce and crossover of resources in Facebook Groups – A qualitative study Braasch, Martina

99 C p. 101-108
artikel
8 Comparing and modeling via social media: The social influences of fitspiration on male instagram users’ work out intention Peng, Cheng-Ting

99 C p. 156-167
artikel
9 Conversational engagement and mobile technology use Binder, Jens F.

99 C p. 66-75
artikel
10 Corrigendum to “Open source software: The effects of training on acceptance” [Computers in Human Behavior 49 (2015) 390–399] Gallego, M. Dolores

99 C p. 55
artikel
11 Daily technology interruptions and emotional and relational well-being McDaniel, Brandon T.

99 C p. 1-8
artikel
12 Data protectors, benefit maximizers, or facts enthusiasts: Identifying user profiles for life-logging technologies Burbach, Laura

99 C p. 9-21
artikel
13 Determining the effect of stress on analytical skills performance in digital decision games towards an unobtrusive measure of experienced stress in gameplay scenarios Steinrücke, Johannes

99 C p. 144-155
artikel
14 Developing a videogame for learning signal processing and project management using project-oriented learning in ICT engineering degrees Iriondo, Ignasi

99 C p. 381-395
artikel
15 Editorial Board
99 C p. ii
artikel
16 Effectiveness of virtual and augmented reality-enhanced exercise on physical activity, psychological outcomes, and physical performance: A systematic review and meta-analysis of randomized controlled trials Ng, Yu-Leung

99 C p. 278-291
artikel
17 Effect of disfluency on learning outcomes, metacognitive judgments and cognitive load in computer assisted learning environments İli̇c, Ulaş

99 C p. 310-321
artikel
18 Emerging Technologies for Artifact Construction in Learning Parmaxi, Antigoni

99 C p. 366-367
artikel
19 Exploring children's learning experience in constructionism-based coding activities through design-based research Papavlasopoulou, Sofia

99 C p. 415-427
artikel
20 Habit and addiction in the use of social networking sites: Their nature, antecedents, and consequences Seo, DongBack

99 C p. 109-125
artikel
21 Hey Alexa … examine the variables influencing the use of artificial intelligent in-home voice assistants McLean, Graeme

99 C p. 28-37
artikel
22 How prior knowledge affects problem-solving performance in a medical simulation game: Using game-logs and eye-tracking Lee, Joy Yeonjoo

99 C p. 268-277
artikel
23 Identifying Indicators of Smartphone Addiction Through User-App Interaction Noë, Beryl

99 C p. 56-65
artikel
24 Incivility on Facebook and political polarization: The mediating role of seeking further comments and negative emotion Kim, Yonghwan

99 C p. 219-227
artikel
25 Is cyberbullying a group process? Online and offline bystanders of cyberbullying act as defenders, reinforcers and outsiders Sarmiento, Alejandra

99 C p. 328-334
artikel
26 Lessons learned applying learning analytics to assess serious games Alonso-Fernández, Cristina

99 C p. 301-309
artikel
27 Mobile game-based learning in secondary education: Students’ immersion, game activities, team performance and learning outcomes Huizenga, Jantina

99 C p. 137-143
artikel
28 Perceived responsiveness in text messaging: The role of emoji use Coyle, Maureen A.

99 C p. 181-189
artikel
29 Psychopathic traits and social anxiety in cyber-space: A context-dependent theoretical framework explaining online disinhibition Antoniadou, Nafsika

99 C p. 228-234
artikel
30 Receptive versus interactive video screens: A role for the brain's default mode network in learning from media Anderson, Daniel R.

99 C p. 168-180
artikel
31 Recognition in makerspaces: Supporting opportunities for women to “make” a STEM career Keune, Anna

99 C p. 368-380
artikel
32 Smartwatch games: Encouraging privacy-protective behaviour in a longitudinal study Williams, Meredydd

99 C p. 38-54
artikel
33 The effect of ad integration and interactivity on young teenagers’ memory, brand attitude and personal data sharing Daems, Kristien

99 C p. 245-259
artikel
34 The effect of violence and competition within video games on aggression Dowsett, Andre

99 C p. 22-27
artikel
35 The prevalence and impact of online trolling of UK members of parliament Akhtar, Shazia

99 C p. 322-327
artikel
36 The relations between YouTube addiction, social anxiety and parasocial relationships with YouTubers: A moderated-mediation model based on a cognitive-behavioral framework de Bérail, Pierre

99 C p. 190-204
artikel
37 “THE RUSSIANS ARE HACKING MY BRAIN!” investigating Russia's internet research agency twitter tactics during the 2016 United States presidential campaign Linvill, Darren L.

99 C p. 292-300
artikel
38 Use of a non-human robot audience to induce stress reactivity in human participants Turner-Cobb, Julie M.

99 C p. 76-85
artikel
39 Virtual worlds: A new environment for constructionist learning Girvan, Carina

99 C p. 396-414
artikel
40 When audiences become advocates: Self-induced behavior change through health message posting in social media Nabi, Robin L.

99 C p. 260-267
artikel
41 Which EEG feedback works better for creativity performance in immersive virtual reality: The reminder or encouraging feedback? Yang, Xiaozhe

99 C p. 345-351
artikel
                             41 gevonden resultaten
 
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