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2. A Design-Based Process in Characterizing Experienced Teachers’ Formative Assessment Enactment in Science Classrooms
3. Technology Supporting Student Self-Assessment in the Field of Functions—A Design-Based Research Study
4. Developing Online Course Material on Information Literacy: A Design-Based Research Approach
5. Investigating the Deployment of Serious Games in Secondary Education: A Pilot Study Inspired by Design-Based Research
6. Information Literacy Instruction Methods for Lower Secondary Education in Finland
7. Designing Dippler — A Next-Generation TEL System
8. AI-Supported Acquisition of Argumentation Skills: Use Case ‘The Argueniser’
9. Measuring and Evaluating the Effectiveness of Active Citizenship Education Programmes to Support Disadvantaged Youth.
10. Creation and Future Development Process of a Serious Game: Raising Awareness of (Visual) Impairments
11. Co-designing VR Game Content for Sustainability Education
12. Play My Math: Second Development Cycle of an EdTech Tool Supporting the Teaching and Learning of Fractions Through Music in Algebraic Notation
13. How to Design Scientific, Happy and Effective Educational Games: Research on Educational Game Design from the Perspective of Learning Sciences
14. User-Centered Design of Adaptive Support in a Continuing Education Online Course: Findings from a Design-Based Research Process
15. Creation of Podcasts to Promote Students’ Engagement in Technical and Vocational Schools
16. The Development of the Serious Game 'Composites Cup on Tortuga' with the Support of 'Kraken'
17. Learning by Designing Interview Methods in Special Education
18. The Double Classroom: Design Patterns Using MOOCs in Teacher Education
19. The Design of Personal Learning Environments (PLE) with Scope on Information Literacy in High School
20. Introducing Density Histograms to Grades 10 and 12 Students: Design and Tryout of an Intervention Inspired by Embodied Instrumentation
21. Assessing Students’ Motivation in a University Course on Digital Education
22. Design and Development of Real-Time Evaluation System for Cognitive Assessment of Students
23. Taking eBook Readers to Prisons: A Tale of Two Projects
24. Pyrates: A Serious Game Designed to Support the Transition from Block-Based to Text-Based Programming
25. Designing a Moodle Plugin for Promoting Learners’ Self-regulated Learning in Blended Learning
26. The Impact of a Digitally-Augmented Reading Instruction on Reading Motivation and Comprehension of Third Graders
27. Can You See My Pain? Evocative Objects for Comprehending Chronic Pain
28. Connecting Curricular Design and Student Identity Change: An Epistemic Network Analysis
29. Investigation 13. The Singapore Experience: Synergy of National Policy, Classroom Practice, and Design Research
30. Data in Educational Living Labs
31. Learning Domain Knowledge Using Block-Based Programming: Design-Based Collaborative Learning
32. Bloxxgame – A Simulation Game for Teaching Blockchain
33. Designing an Online Self-assessment for Informed Study Decisions: The User Perspective
34. Lessons Learned from the Development of a Mobile Learning Game Authoring Tool
35. Using the Electron Gas Model in Lower Secondary Schools—A Binational Design-Based Research Project
36. Designing and Validating Learner-Centered Experiences
37. Strong Technology-Enhanced Learning Concepts
38. The DBR Methodology for the Study of Context in Learning
39. Toward a Play Management System for Play-Based Learning
40. The EDIE Method – Towards an Approach to Collaboration-Based Persuasive Design
41. Theoretical Issues Related to Designing and Developing Teaching-Learning Sequences
42. Participatory Approaches to Curriculum Design From a Design Research Perspective
43. Analysis of Tools and Methods for Describing and Sharing Reusable Pedagogical Scenarios
44. Stand Tall and Raise Your Voice! A Study on the Presentation Trainer
45. ‘Blind Faith’. An Experiment with Narrative Agency in Game Design
46. Sustaining and Scaling Research-Based ICT in Education Innovations in Singapore
47. Integration of Theory, ICT Tooling and Practical Wisdom of Teacher: A Case of Adaptive Learning
48. Pervasive Interventions to Increase Pro-environmental Awareness, Consciousness, and Learning at the Workplace
49. Cooperative and Self-directed Learning with the Learning Scenario VideoLearn : Engineering Education Using Lecture Recordings
50. Humanizing the Classroom in the Face of a Dehumanizing Pandemic
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