Hyo-Jeong So, Ph.D.

Affiliations: 
2006 Indiana University, Bloomington, Bloomington, IN, United States 
Area:
Technology of Education, Higher Education, Health Education
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"Hyo-Jeong So"

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Thomas Brush grad student 2006 Indiana University
 (Examining the relationships among collaborative learning, social presence and satisfaction in a distance learning environment.)
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Publications

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Ha S, So HJ. (2023) Examining the Effects of the Utility Value Intervention on Learners' Emotions and Conceptual Understanding in Online Video-based Learning. Education and Information Technologies. 1-28
Chen W, Chan TW, Wong LH, et al. (2020) IDC theory: Habit and the habit loop Research and Practice in Technology Enhanced Learning. 15: 1-19
So H, Jong MS, Liu C. (2020) Computational Thinking Education in the Asian Pacific Region Asia-Pacific Education Researcher. 29: 1-8
So H, Kim D, Ryoo D. (2020) Trajectories of Developing Computational Thinking Competencies: Case Portraits of Korean Gifted Girls Asia-Pacific Education Researcher. 29: 85-100
Popov V, Jiang Y, So H. (2020) Shared lessons in mobile learning among K-12 education, higher education and industry: an international Delphi study Educational Technology Research and Development. 68: 1149-1180
Yan ZM, Chai CS, So H. (2018) Creating Tools for Inquiry-Based Mathematics Learning from Technological Pedagogical Content Knowledge Perspectives: Collaborative Design Approach. Australasian Journal of Educational Technology. 34: 57-71
Jagušt T, Botički I, So H. (2018) A review of research on bridging the gap between formal and informal learning with technology in primary school contexts Journal of Computer Assisted Learning. 34: 417-428
Oh S, So H, Gaydos M. (2018) Hybrid Augmented Reality for Participatory Learning: The Hidden Efficacy of Multi-User Game-Based Simulation Ieee Transactions On Learning Technologies. 11: 115-127
Koh E, So H. (2018) Challenging learning conventions Learning: Research and Practice. 4: 127-130
Jagušt T, Botički I, So H. (2018) Examining competitive, collaborative and adaptive gamification in young learners’ math learning Computers in Education. 125: 444-457
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