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The Impact of a Digitally-Augmented Reading Instruction on Reading Motivation and Comprehension of Third Graders
Explore the Effects of Usefulness and Ease of Use in Digital Game-Based Learning on Students' Learning Motivation, Attitude, and Satisfaction
Potentiating Digital Educational Environments through Data Analytics
Virtual- and Augmented Reality-Supported Teaching for Professional Caregivers
Towards the development of AI based generative design tools and applications
A model approach for an automatic clothing combination system for blind people
Seasonal Sunlight Chamber: A lighting design concept to connect us to the dynamics of sunlight and our place on Earth
Intergenerational Playful Experiences based on Digital Games for Interactive Spaces
Discourses of Digital Game Based Learning as a Teaching Method
Design Features and Pedagogical Opportunities Associated with Teachers' Evaluation of Educational Game apps
GamAll: Playing Beyond Boundaries -Gamification and Multimodal Literacy
Designing a learning robot to encourage collaboration between children
Learning strategies among students during the sudden transition to online teaching in a PBL-university
Increasing reading engagement for Danish gymnasium students: The Hosier and His Daughter as a serious game
Towards Applying ARCS Model for a Blended Teaching Methodologies: A Quantitative Research on Students' Motivation amid the COVID-19.
Explore the Effects of Usefulness and Ease of Use in Digital Game-Based Learning on Students' Learning Motivation, Attitude, and Satisfaction
Potentiating Digital Educational Environments through Data Analytics
Virtual- and Augmented Reality-Supported Teaching for Professional Caregivers
Towards the development of AI based generative design tools and applications
A model approach for an automatic clothing combination system for blind people
Seasonal Sunlight Chamber: A lighting design concept to connect us to the dynamics of sunlight and our place on Earth
Intergenerational Playful Experiences based on Digital Games for Interactive Spaces
Discourses of Digital Game Based Learning as a Teaching Method
Design Features and Pedagogical Opportunities Associated with Teachers' Evaluation of Educational Game apps
GamAll: Playing Beyond Boundaries -Gamification and Multimodal Literacy
Designing a learning robot to encourage collaboration between children
Learning strategies among students during the sudden transition to online teaching in a PBL-university
Increasing reading engagement for Danish gymnasium students: The Hosier and His Daughter as a serious game
Towards Applying ARCS Model for a Blended Teaching Methodologies: A Quantitative Research on Students' Motivation amid the COVID-19.