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1. Characterization of Knowledge Transactions in Design-Based Research Workshops

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

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

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

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

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

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

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

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

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