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SERIOUS GAMES AND VIRTUAL LEARNING ENVIRONMENTS
Gamification Based on Disaster Education in Reducing Disaster Risk for Students in Disaster Prone Areas
QRdice: QR-based Gamification Tool to Gamify Formative Assessment
Virtual campuses with social learning environments: a future alternative for traditional campuses
Knowledge Management Model in Virtual Classrooms to Measure Learning through Gaming
Virtual Lab Workspace for Programming Computers – Towards Agile STEM Education
LEARNING PRACTICES AND METHODOLOGIES
Online examination – a case study
Learning Loss Factors Dominance in Elementary School students: Online learning in Indonesia
Model Concept Sentence Learning Based on Multiethnic Daycare to Facilitate the Translation Ability Mathematical Representations of Junior High School Students
Pawai Budaya as a source of peace education in SingKawang city
Educational Assessment Design for Web Programming Module to Create Awareness on Sustainability Development Goals among Information Technology Undergraduate Students
LEARNING TECHNOLOGIES
A Self-Diagnosis Medical Chatbot for H5N1 Virus
Science to Life: User Experience in Children Science Book with Augmented Reality (AR)
An Interoperable License Management Component for Educational Content
The Effectiveness of Integrated Online Problem-Based Learning (iON-PBL) Physics Module on Pre-university Students’ Motivation and Problem-Solving Skills
A Curriculum Framework for Introducing Hackathons in Engineering Studies
LEARNING MEHTODOLOGIES AND MODELS
CIRC Model based on Audiovisual Local Wisdom on Ability to Write Malay Pantun
The students’ perspective on assessment pattern catalog for a distant education
A Study on Requirements for High School Teachers in Japan Based on the Regional Factors
A Smart Pedagogical Framework Facilitated by Web Technologies for ICT Students’ Motivation
Educ-AI-ted - Investigating Educators' Perspectives Concerning the Use of AI in University Teaching and Learning
The Planning and Practice of Online Philosophy Courses
LEARNING TECHNOLOGIES PERFORMANCE
Best-of-Breed: Service-Oriented Integration of Artificial Intelligence in Interoperable Educational Ecosystems
Distance Learning Technology Acceptance, a case of Ph.D. students’ experiences post COVID
Influence of Using Electronic Textbooks and Language Immersion Teaching on Primary School Students’ Interest in English Language Learning
Lessons Learned: Measurement of the impact of Covid-19 post-pandemic
How Teaching Quality and Students' Academic Emotions Influence University Students’ Learning Effectiveness
An analysis of online fatigue, problematic internet use, and perceived learning effectiveness among high school students in the Philippines.

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