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Titlebook: Learning Technology for Education Challenges; 9th International Wo Lorna Uden,Dario Liberona Conference proceedings 2021 Springer Nature Sw

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11#
發(fā)表于 2025-3-23 13:17:08 | 只看該作者
Giovanni Galeoto,Anna Berardi,Raffaella Rumiati,Morena Sabella,Antonella Polimeni,Donatella Valente,
12#
發(fā)表于 2025-3-23 14:18:15 | 只看該作者
13#
發(fā)表于 2025-3-23 21:33:07 | 只看該作者
14#
發(fā)表于 2025-3-24 00:51:40 | 只看該作者
TPACK Within a Flipped Learning Course Design: Reflections from 5?years of Implementationions and group presentations. At the end of the semester, a short survey questionnaire asking students about their attitudes and satisfaction towards the course were collected. In addition, unstructured interviews with randomly selected students were also accomplished. Within the five years of imple
15#
發(fā)表于 2025-3-24 04:55:02 | 只看該作者
E-Learning Ecosystem’s to Implement Virtual Computer Labsice (PaaS), and Infrastructure as a Service (IaaS). This ecosystem will allow interacting with all kinds of resources and services on-demand with massive, ubiquitous and open access, so that they satisfy the new concepts of immersive and global education, and do not register technological barriers.
16#
發(fā)表于 2025-3-24 06:41:55 | 只看該作者
Transferability of Methods and Strategies for Advancing Gender Equality in Academia and Research: A ce. It enables them to understand the basic principles and biases favouring gender imbalance in research organisations and learn to use methods and strategies to progress toward a gender-sensitive organisation and research path..Supported by adult learning theory and social constructivism, this case
17#
發(fā)表于 2025-3-24 11:26:04 | 只看該作者
18#
發(fā)表于 2025-3-24 14:58:39 | 只看該作者
Avoiding the Risks of Overgamification in Education – A Case of ERPSime. risks associated with the design of gamification itself, risks connected to the introduction and application of games in the course, and risks related to individual differences between participants.
19#
發(fā)表于 2025-3-24 23:05:08 | 只看該作者
Serious Games Usage in Higher Education, Experiences and Guidelines are more likely to enjoy learning experiences with them..There has been use of digital simulation environments since many years ago and gamification is more recently, but new technology has made available new ways of developing experiential learning trough games and Edutainment, gamification and mo
20#
發(fā)表于 2025-3-24 23:29:32 | 只看該作者
Internal Consistency and Discriminant Validity of the TECO in the Bachelor’s Degree Course in Physio able to assess the students’ skills for the three years of the course. This study had a great impact for students, researchers and academics, giving important information to improve quality of education.
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