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Titlebook: Digital Technologies: Sustainable Innovations for Improving Teaching and Learning; Demetrios Sampson,Dirk Ifenthaler,Pedro Isaías Book 201

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樓主: Spring
21#
發(fā)表于 2025-3-25 04:23:55 | 只看該作者
22#
發(fā)表于 2025-3-25 08:03:44 | 只看該作者
Janaina Pereira,Bárbara Gonzalezhed light on the contemporary understanding of K-12 school leadership models and competence frameworks through a systematic analysis in international scholarly and educational policy literature and the proposal of a school leadership competence “meta-framework,” as a synthesis of the up-to-date school leader competences.
23#
發(fā)表于 2025-3-25 12:10:02 | 只看該作者
Cecilia M. S. Ma,Moon Y. M. Law,Ada M. Y. Marn through which “adult” (or “professional”) technologies become progressively associated with children’s activities. As an example of how this analysis can be put to use for future design, we describe early steps in an effort to adapt a particularly powerful manufacturing technology (“pick-and-place”) for children’s crafts.
24#
發(fā)表于 2025-3-25 18:40:27 | 只看該作者
25#
發(fā)表于 2025-3-25 23:04:32 | 只看該作者
School Leadership: An Analysis of Competence Frameworkshed light on the contemporary understanding of K-12 school leadership models and competence frameworks through a systematic analysis in international scholarly and educational policy literature and the proposal of a school leadership competence “meta-framework,” as a synthesis of the up-to-date school leader competences.
26#
發(fā)表于 2025-3-26 02:24:30 | 只看該作者
27#
發(fā)表于 2025-3-26 07:18:34 | 只看該作者
NanoCity: An Immersive Game to Transform Student Perceptions of Science a transformational effect on the attitudes and perceptions of students towards nanotechnology as a field of study and work. These results supported the suggestion that transformational games can be used to support the learning of students in science and in particular improve their attitudes and perceptions of future engagement with science.
28#
發(fā)表于 2025-3-26 10:02:56 | 只看該作者
Hong Liu Wu,Betsy Ng,Woon Chia Liut students evaluate tablets as a more useful device for learning. Interestingly, students using tablets also start to include more and more mobile learning technologies into their learning strategies.
29#
發(fā)表于 2025-3-26 13:49:42 | 只看該作者
https://doi.org/10.1007/978-3-319-72622-9 control the learning experience of professionals. This chapter explores the options for using brain measures for professional gaming and provides results of a pilot study. Based on the pilot study, it is concluded that brain measures may be a viable but demanding mechanism for optimizing the learning process.
30#
發(fā)表于 2025-3-26 18:31:29 | 只看該作者
Mobile Device Usage in Higher Educationt students evaluate tablets as a more useful device for learning. Interestingly, students using tablets also start to include more and more mobile learning technologies into their learning strategies.
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