2017 | Innovation becoming trajectories: leveraging lateral and vertical moves for collaborative diffusion of twenty-first century learning practices | 소효정 | Article |
2017 | Gamified Digital Math Lessons for Lower Primary School Students | 소효정 | Conference Paper |
2017 | The current status and future directions in the development of the cyber home learning system in Korea | 강명희 | Article |
2017 | Language learning with mobiles, social media and gamification in Mongolia: Possibilities and challenges | 소효정 | Conference Paper |
2017 | Learning with minecraft and kodu: Examining complex problem-solving strategies | 소효정 | Conference Paper |
2018 | Examination of relationships among students' self-determination, technology acceptance, satisfaction, and continuance intention to use K-MOOCs | 소효정 | Article |
2018 | Learning Engagement and Persistence in Massive Open Online Courses (MOOCS) | 이정민 | Article |
2018 | Developing a big game for financial education using service design approach | 강명희 | Article |
2018 | Factors influencing preservice teachers' intention to use technology: TPACK, teacher self-efficacy, and Technology Acceptance Model | 주영주 | Article |
2018 | Creating tools for inquiry-based mathematics learning from technological pedagogical content knowledge perspectives: Collaborative design approach | 소효정 | Article |
2018 | Learning analytics to support self-regulated learning in asynchronous online courses: A case study at a women's university in South Korea | 조일현 | Article |
2001 | Issues and challenges of providing online inservice teacher training: Korea's experience | 정인성 | Article |
2018 | Factors Influencing Preservice Teachers' Intention to Use Technology: TPACK, Teacher Self-efficacy, and Technology Acceptance Model | 주영주 | Article |
2000 | Self-efficacy for self-regulated learning, academic self-efficacy, and internet self-efficacy in web-based instruction | 주영주 | Article |
2004 | Academic motivation in self-efficacy, task value, achievement goal orientations, and attributional beliefs | 봉미미 | Article |
2018 | Hybrid Augmented Reality for Participatory Learning: The Hidden Efficacy of Multi-User Game-Based Simulation | 소효정 | Conference Paper |
2017 | Transformation of Participation and Learning: Three Case Studies of Young Learners Harnessing Mobile Technologies for Seamless Science Learning | 소효정 | Article |
2010 | South Korean digital textbook project | 정혜윤 | Article |
2005 | Within-grade changes in Korean girls' motivation and perceptions of the learning environment across domains and achievement levels | 봉미미 | Review |
2017 | Three interaction patterns on asynchronous online discussion behaviours: A methodological comparison (vol 33, pg 106, 2017) | 조일현 | Correction |