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Soonhwa Seok
Presentations
- Mobile Gameplay From the Perspective of Video Game Genre
- Video Game Players and Their Online Safety
- Video Games as a Literacy Tool: A Comparison of Players’ and Nonplayers’ Grades, Reading Test Scores, and Self-Perceived Digital Reading Ability
- Examining the Relationships Between Youths’ Online Activities and Different Types of Online Dangers
- Learning Outcomes Increase for Students with Intellectual Disability When Special Education Teachers Hold More Priorities Focused on Educational Supports
- The Digital Propensity of Today’s Students and the Role of Video Game Play on Online Learning Activities and Learning Preferences
- A Quantitative Examination of Mobile Game Players, Their Gaming Habits, and the Potential of Mobile Games for Learning
- Achieving Reading Competency: Factors That Influence Perceptions and Behaviors With Regard to Digital vs. Print Text
- Mobile Game-Based Learning: Exploring the Anytime, Anywhere, and on Any Device Characteristics of Mobile Devices
- Assistive Technology Supports for Postsecondary Students with Disabilities