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Bridges across contexts – developing an animated Story World for Early Childhood transitions
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education Volume 2019, Number 1 E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education
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Ready, Set, Action: Using Video Announcements to Improve Faculty-Student Connections in Online Learning
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education Volume 2019, Number 1 E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education
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A Pilot Study for the Effectiveness of Self-Regulated Learning Scaffolds on Cognitive Learning Achievement
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education Volume 2019, Number 1 E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education
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Understanding Design Science Research through Project-based Learning: a Mobile App for e-Government
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education Volume 2019, Number 1 E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education
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Game-based Learning: Concept and Practical Examples
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education Volume 2019, Number 1 E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education
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Digital Games for Second Language Acquisition: A Systematic Review
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education Volume 2019, Number 1 E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education
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Minecraft: Fostering STEM in the Virtual Sandbox
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education Volume 2019, Number 1 E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education
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Interdisciplinary Game Design Process in Anonymous Communications
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education Volume 2019, Number 1 E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education
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Tools and Toys for Using Retrieval Practice to Promote Classification Learning
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education Volume 2019, Number 1 E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education
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