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                             25 gevonden resultaten
nr titel auteur tijdschrift jaar jaarg. afl. pagina('s) type
1 A blocks-based serious game to support introductory computer programming in undergraduate education Vahldick, Adilson

2 C p.
artikel
2 A brief internet-delivered intervention for the reduction of gaming-related harm: A feasibility study Park, Jennifer J.

2 C p.
artikel
3 An analysis of mental health of social media users using unsupervised approach Joshi, Deepali

2 C p.
artikel
4 An analysis on the unified theory of acceptance and use of technology theory (UTAUT): Acceptance of electronic document management system (EDMS) Ayaz, Ahmet

2 C p.
artikel
5 Cheating in online courses: Evidence from online proctoring Dendir, Seife

2 C p.
artikel
6 CogEpiCrim – The M-Theory of Suicidology Agarwal, Ajay

2 C p.
artikel
7 Co-Op World: Adaptive computer game for supporting child psychotherapy Alkalay, Sarit

2 C p.
artikel
8 Development and validation of the Computer Science Attitudes Scale for middle school students (MG-CS attitudes) Rachmatullah, Arif

2 C p.
artikel
9 Editorial Board
2 C p.
artikel
10 Exploring cultural variation in the emotional expressivity of online drawings Thomas, Justin

2 C p.
artikel
11 Functional performance in a virtual reality task with differential executive functional loads Chang, Zhengsi

2 C p.
artikel
12 Has the COVID-19 pandemic affected the susceptibility to cyberbullying in India? Jain, Ojasvi

2 C p.
artikel
13 Identifying the values associated with users’ behavior towards anonymity tools through means-end analysis Skalkos, Andreas

2 C p.
artikel
14 Influence of age, gender and personality on young adolescents’ reporting of online risks to third parties Ingram, Gordon P.D.

2 C p.
artikel
15 Interactive visual aid adoption within pharmaceutical sales organizations Dotter, Thomas A.

2 C p.
artikel
16 Neuroticism in the digital age: A meta-analysis Marciano, Laura

2 C p.
artikel
17 Nomophobia and lifestyle: Smartphone use and its relationship to psychopathologies Gonçalves, Soraia

2 C p.
artikel
18 Parental mediation of online media activities of children in Nigeria: A parent-child approach Adigwe, Ifeanyi

2 C p.
artikel
19 Parenting and child’s (five years to eighteen years) digital game addiction: A qualitative study in North-Western part of Bangladesh Keya, Farah Deba

2 C p.
artikel
20 Prosocial digital games for youth: A systematic review of interventions Saleme, Pamela

2 C p.
artikel
21 Right evaluation of marketing stimuli with neuroscience. An electroencephalography experiment González-Morales, Antonio

2 C p.
artikel
22 Tailoring heuristics and timing AI interventions for supporting news veracity assessments Horne, Benjamin D.

2 C p.
artikel
23 The demographics of computer-mediated communication: A review of social media demographic trends among social networking site giants Gambo, Sarah

2 C p.
artikel
24 The meaning of the experience of being an online video game player Arbeau, Kelly

2 C p.
artikel
25 Virtual reality and embodied experience induce similar levels of empathy change: Experimental evidence Hargrove, Andrew

2 C p.
artikel
                             25 gevonden resultaten
 
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