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1. Types of Game-Based Learning in Education: A brief state of the art and the implementation in Greece

2. Factors Affecting Teachers' Transfer of ICT Training: Considering Usefulness and Satisfaction in a PLS-SEM Transfer Training Model

4. The Role of Instagram, Facebook, and YouTube Frequency of Use in University Students' Digital Skills Components

5. Teacher Intention to Transfer ICT Training When Integrating Digital Technologies in Education: The Teacher Transfer of ICT Training Model (TeTra-ICT)

6. Middle- and Secondary-School Students' STEM Career Interest and Its Relationship to Gender, Grades, and Family Size in Kazakhstan

7. Monitoring Mouse Behavior in E-Learning Activities to Diagnose Students' Acceptance Items of Perceived Usefulness and Ease of Use

8. Greek Teachers' Difficulties & Opportunities in Emergency Distance Teaching

9. Socio-Emotional Characteristics of Emergency Distance Teaching: A Mixed-Method Investigation in Greece

10. Development and Validation of Students' Digital Competence Scale (SDiCoS)

11. Development and Validation of a Students' Remote Learning Attitude Scale (RLAS) in Higher Education

12. Negative Emotions, Cognitive Load, Acceptance, and Self-Perceived Learning Outcome in Emergency Remote Education during COVID-19

13. Teachers' Trainers' Intention and Motivation to Transfer ICT Training: The Role of ICT Individual Factors, Gender, and ICT Self-Efficacy

14. Mobile Augmented Reality and Consumer Experience: A Mixed-Methods Analysis on Emotional Responses and Intention to Buy Household Items

16. Experiential Learning in Web Development Courses: Examining Students' Performance, Perception and Acceptance

17. Students' Perception and Acceptance of Web-Based Technologies: A Multi-Group PLS Analysis in Romania and Spain

18. Mobile Game-Based Learning in Distance Education: A Mixed Analysis of Learners’ Emotions and Gaming Features

19. Let the End User in Peace: UX and Usability Aspects Related to the Design of Tutoring Systems

20. Text Analytics on YouTube Comments for Food Products.

21. Mouse tracking and consumer experience: exploring the associations between mouse movements, consumer emotions, brand awareness and purchase intent.

23. Using Socrative Software for Instant Formative Feedback in Physics Courses

26. Gender-Based Behavioral Analysis for End-User Development and the 'RULES' Attributes

29. Correction to: Mobile Game-Based Learning in Distance Education: A Mixed Analysis of Learners’ Emotions and Gaming Features

45. Types of Game-Based Learning in Education: A brief state of the art and the implementation in Greece

50. Mouse behavioral patterns and keystroke dynamics in End-User Development: What can they tell us about users’ behavioral attributes?

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