Intention of healthcare providers to use video-communication in terminal care a cross-sectional study
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The impact of chaning the mood of a game, based on live biometric data, on the player experience.
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The impact of chaning the mood of a game, based on live biometric data, on the player experience.
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Value-based conflicts experienced by junior design professionals in collaborative practice
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Combining qualitative design-based methods and quantitative consumer research methods to improve customer experience in small service businesses
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Hernández-Ramos, P., De La Paz, S. (2009). Learning History in Middle School by Designing Multimedia in a Project-Based Learning Experience. Journal of Research on Technology in Education, 42(2), 151-173
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Exploring the use of hybrid simulations for studying the user experience of mobile location-based advertising applications
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The development and validation of a five factor model of sources of self-efficacy in clinical nursing education
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Projecten2
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Optimale spoedzorg voor psychisch ontregelde patiënten
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Optimale spoedzorg voor psychisch ontregelde patiënten in de ambulancezorg en spoedeisende hulp context.