2021 | Flipped learning design fidelity, self-regulated learning, satisfaction, and continuance intention in a university flipped learning course | 주영주; 소효정 | Article |
2017 | Gamified Digital Math Lessons for Lower Primary School Students | 소효정 | Conference Paper |
2018 | Hybrid Augmented Reality for Participatory Learning: The Hidden Efficacy of Multi-User Game-Based Simulation | 소효정 | Conference Paper |
2020 | IDC theory: habit and the habit loop | 소효정 | Article |
2017 | Innovation becoming trajectories: leveraging lateral and vertical moves for collaborative diffusion of twenty-first century learning practices | 소효정 | 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 |
2022 | Parental involvement in digital home-based learning during COVID-19: an exploratory study with Korean parents | 소효정 | Article |
2015 | Rethinking the Impact of Activity Design on a Mobile Learning Trail: The Missing Dimension of the Physical Affordances | 소효정 | Article |
2019 | Role of environmental interaction in interdisciplinary thinking: from knowledge resources perspectives | 소효정 | Article |
2020 | Shared lessons in mobile learning among K-12 education, higher education and industry: an international Delphi study | 소효정 | Article |
2016 | Students' use of knowledge resources in environmental interaction on an outdoor learning trail | 소효정 | Conference Paper |
2015 | Teachers as participatory designers: two case studies with technology-enhanced learning environments | 소효정 | Article |
2020 | Trajectories of Developing Computational Thinking Competencies: Case Portraits of Korean Gifted Girls | 소효정 | Article |
2017 | Transformation of Participation and Learning: Three Case Studies of Young Learners Harnessing Mobile Technologies for Seamless Science Learning | 소효정 | Article |
2021 | Unpacking Academic Emotions in Asynchronous Video-based Learning: Focusing on Korean Learners’ Affective Experiences | 소효정 | Article |
2021 | Unpacking teachers’ concerns about CT-based pedagogy: The case of software education in Korea | 소효정 | Article |
2019 | What Constitutes Korean Pre-service Teachers' Competency in STEAM Education: Examining the Multi-functional Structure | 소효정 | Article |