60 results on '"Minocha, Shailey"'
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2. Accessibility in MOOCs
3. Auditing the Accessibility of MOOCs: A Four-Component Approach
4. Knowledge Infrastructure
5. A qualitative study to understand the perspectives of MOOC providers on accessibility
6. Social, usability, and pedagogical factors influencing students' learning experiences with wikis and blogs
7. A Means-End Analysis of Consumers’ Perceptions of Virtual World Affordances for E-commerce
8. Interaction Design and Usability of Learning Spaces in 3D Multi-user Virtual Worlds
9. Final Preparations for the Evaluation
10. Analysis and Interpretation of User Observation Evaluation Data
11. Inspections of the User Interface
12. Designing for the Web
13. Combining Eye Tracking and Conventional Techniques for Indications of User-Adaptability
14. Providing Value to Customers in E-Commerce Environments
15. Social and Cultural Obstacles to the (B2C) E-Commerce Experience
16. Linking Business Modelling to Socio-technical System Design
17. An Adaptive Window Management System
18. An investigation into the perspectives of providers and learners on MOOC accessibility
19. Affordances of Mobile Virtual Reality and their Role in Learning and Teaching
20. What are the Expectations of Disabled Learners when Participating in a MOOC?
21. Accessibility of MOOCs: Understanding the Provider Perspective
22. Virtual field teaching has evolved: benefits of a 3D gaming environment
23. Civic crowdfunding research: Challenges, opportunities, and future agenda
24. 3D Virtual Worlds in Higher Education
25. University Students’ Self-Motivated Blogging and Development of Study Skills and Research Skills
26. Relating Pedagogical and Learning Space Designs in Second Life
27. Supporting Student Blogging in Higher Education
28. Providing Value to Customers in E-Commerce Environments
29. Digital technologies for doctoral dialogues at a distance
30. CHI 2013 human work interaction design (HWID) SIG
31. An empirically grounded framework to guide blogging for digital scholarship
32. Reprint of a process model for developing usable cross-cultural websites
33. Designing navigation and wayfinding in 3D virtual learning spaces
34. Design Guidelines for B2C E-Commerce in Virtual Worlds
35. Investigating Affordances of Virtual Worlds for Real World B2C E-Commerce
36. Supporting distributed team working in 3D virtual worlds: a case study in Second Life
37. Role of the educator in social software initiatives in further and higher education: A conceptualisation and research agenda
38. Introducing Second Life, a 3D virtual world, to students and educators
39. Design of learning spaces in 3D virtual worlds: an empirical investigation ofSecond Life
40. Conducting Empirical Research in 3D Virtual Worlds: Experiences from two projects in Second Life
41. Social Software in Higher Education: The Diversity of Applications and Their Contributions to Students’ Learning Experiences
42. A case study-based investigation of students’ experiences with social software tools
43. The effective use of a simple wiki to support collaborative learning activities
44. Role of social software tools in education: a literature review
45. An empirically‐grounded study on the effective use of social software in education
46. Laying the groundwork for socialisation and knowledge construction within 3D virtual worlds
47. Social, usability, and pedagogical factors influencing students' learning experiences with wikis and blogs
48. Social, usability, and pedagogical factors influencing students’ learning experiences with wikis and blogs
49. Characterising the different blogging behaviours of students on an online distance learning course
50. Collaborative Learning in a Wiki Environment: Experiences from a software engineering course
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