Digitale Bibliotheek
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                             20 gevonden resultaten
nr titel auteur tijdschrift jaar jaarg. afl. pagina('s) type
1 A classification tool to foster self-regulated learning with generative artificial intelligence by applying self-determination theory: a case of ChatGPT Chiu, Thomas K. F.

72 4 p. 2401-2416
artikel
2 Analysis of a chatbot as a dialogic reading facilitator: its influence on learning interest and learner interactions Liu, Chen-Chung

72 4 p. 2103-2131
artikel
3 Collaborative learning, peer communication, and tool use as design strategies: revising the Informed Design Teaching and Learning Matrix based on instructional practices of secondary design educators Roman, Tiffany A.

72 4 p. 1977-2012
artikel
4 Computational thinking for the digital age: a systematic review of tools, pedagogical strategies, and assessment practices Rao, Toluchuri Shalini Shanker

72 4 p. 1893-1924
artikel
5 Connecting sustainability and computer science curricula through website learning projects embedding different types of student-generated content Blanco, José Miguel

72 4 p. 2237-2265
artikel
6 Dimensions of scale: Connected Learning Initiative (CLIx)—a case study of educational technology initiative in India Balli, Omkar

72 4 p. 2213-2235
artikel
7 Effects of a VR-based collaborative painting approach on primary students’ creativity and collaborative quality in art courses Guan, Jue-Qi

72 4 p. 2187-2211
artikel
8 Effects of robot-based multiple low-stakes assessments on students’ oral presentation performance, collective efficacy, and learning attitude Darmawansah, Darmawansah

72 4 p. 2013-2039
artikel
9 Evaluation of the digital teacher professional development TARGET-tool for optimizing the motivational climate in secondary school physical education Weeldenburg, Gwen

72 4 p. 2325-2348
artikel
10 Innovation and diffusion of blended synchronous classroom in Chinese primary and junior middle schools Sun, Jia

72 4 p. 2373-2400
artikel
11 Integrating immersive virtual reality technology in scaffolded game-based learning to enhance low motivation students’ multimodal science learning Ding, Ai-Chu Elisha

72 4 p. 2083-2102
artikel
12 Integrating the engineering design process into the conceive-design-implement-operate model for promoting high school students’ STEM competence Xi, Feifei

72 4 p. 2267-2295
artikel
13 Knowledge check-based concept mapping in digital games: impacts on students’ learning performance and behaviors Chen, Kuan-Fu

72 4 p. 2297-2324
artikel
14 Peer technical support in preservice teacher education: A mixed methods social network analysis and phenomenological study to understand relative expertise Rook, Michael M.

72 4 p. 2065-2081
artikel
15 Promoting pre-service teachers’ knowledge integration from multiple text sources across domains with instructional prompts Hähnlein, Inka Sara

72 4 p. 2159-2185
artikel
16 Serious games in high-stakes assessment contexts: a systematic literature review into the game design principles for valid game-based performance assessment Bijl, Aranka

72 4 p. 2041-2064
artikel
17 Spotlighting spectatorship: elevating observation-based learning in the design and evaluation of body-scale learning environments Rosenbaum, Leah F.

72 4 p. 2133-2157
artikel
18 Teachers’ use of data from digital learning platforms for instructional design: a systematic review Hase, Alina

72 4 p. 1925-1945
artikel
19 The efficacy of animation and visualization in teaching data structures: a case study Kogan, Genady

72 4 p. 2349-2372
artikel
20 Unlocking the Everdoor: analyzing the serious game Spiritfarer Glaser, Noah

72 4 p. 1947-1975
artikel
                             20 gevonden resultaten
 
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