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1. Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement.

2. AI literacy curriculum and its relation to children's perceptions of robots and attitudes towards engineering and science: An intervention study in early childhood education.

3. Emotional and cognitive effects of learning with computer simulations and computer videogames.

4. Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion.

5. Moving towards engaged learning in STEM domains; there is no simple answer, but clearly a road ahead.

6. Can educational robotics introduce young children to robotics and how can we measure it?

7. The prevalence and use of emerging technologies in STEAM education: A systematic review of the literature.

8. Maximizing learning without sacrificing the fun: Stealth assessment, adaptivity and learning supports in educational games.