70 results
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2. Technology Supporting Student Self-Assessment in the Field of Functions—A Design-Based Research Study
3. Developing Online Course Material on Information Literacy: A Design-Based Research Approach
4. Investigating the Deployment of Serious Games in Secondary Education: A Pilot Study Inspired by Design-Based Research
5. Information Literacy Instruction Methods for Lower Secondary Education in Finland
6. Designed to Death? The Tensions Underpinning Design in Educational Discourse
7. Creation and Future Development Process of a Serious Game: Raising Awareness of (Visual) Impairments
8. Developing an Integrative STEM Curriculum for Robotics Education Through Educational Design Research
9. The Development of the Serious Game 'Composites Cup on Tortuga' with the Support of 'Kraken'
10. Improving Instructional Videos with Background Music and Sound Effects: A Design-Based Research Approach
11. Learning by Designing Interview Methods in Special Education
12. The Double Classroom: Design Patterns Using MOOCs in Teacher Education
13. Curriculum design for social, cognitive and emotional engagement in Knowledge Building
14. The Design of Personal Learning Environments (PLE) with Scope on Information Literacy in High School
15. Introducing Density Histograms to Grades 10 and 12 Students: Design and Tryout of an Intervention Inspired by Embodied Instrumentation
16. Assessing Students’ Motivation in a University Course on Digital Education
17. Taking eBook Readers to Prisons: A Tale of Two Projects
18. Redeveloping a global MOOC to be more locally relevant: design-based research
19. Fostering Secondary Students’ Historical Thinking: A Design Study in Flemish History Education
20. Pyrates: A Serious Game Designed to Support the Transition from Block-Based to Text-Based Programming
21. Designing a Moodle Plugin for Promoting Learners’ Self-regulated Learning in Blended Learning
22. Mathematische Mindestanforderungen für ein MINT-Studium: Was können Hochschulen fordern, was sollten Schulen leisten?: Ein Design-Based-Research-Projekt zur Abstimmung zwischen den beiden Institutionen
23. The Impact of a Digitally-Augmented Reading Instruction on Reading Motivation and Comprehension of Third Graders
24. Connecting Curricular Design and Student Identity Change: An Epistemic Network Analysis
25. Investigation 13. The Singapore Experience: Synergy of National Policy, Classroom Practice, and Design Research
26. Data in Educational Living Labs
27. Learning Domain Knowledge Using Block-Based Programming: Design-Based Collaborative Learning
28. Designing, Developing, and Evaluating an Interactive E-Book Based on the Predict-Observe-Explain (POE) Method
29. Bloxxgame – A Simulation Game for Teaching Blockchain
30. Designing an Online Self-assessment for Informed Study Decisions: The User Perspective
31. Creation and Future Development Process of a Serious Game: Raising Awareness of (Visual) Impairments
32. Lessons Learned from the Development of a Mobile Learning Game Authoring Tool
33. Using the Electron Gas Model in Lower Secondary Schools—A Binational Design-Based Research Project
34. Documenting professional learning focused on implementing high-quality instructional materials in mathematics: the AIM–TRU learning cycle
35. Designing and Validating Learner-Centered Experiences
36. Design principles for internet skills education: results from a design-based research study in higher education
37. Strong Technology-Enhanced Learning Concepts
38. The DBR Methodology for the Study of Context in Learning
39. The Double Classroom: Design Patterns Using MOOCs in Teacher Education
40. Learning by Designing Interview Methods in Special Education
41. Toward a Play Management System for Play-Based Learning
42. The EDIE Method – Towards an Approach to Collaboration-Based Persuasive Design
43. Time to grow efficacious: effect of teacher efficacy on students’ classroom engagement
44. Analysis of Tools and Methods for Describing and Sharing Reusable Pedagogical Scenarios
45. Stand Tall and Raise Your Voice! A Study on the Presentation Trainer
46. ‘Blind Faith’. An Experiment with Narrative Agency in Game Design
47. The Design of Personal Learning Environments (PLE) with Scope on Information Literacy in High School
48. Acttention – Influencing Communities of Practice with Persuasive Learning Designs
49. Integration of Theory, ICT Tooling and Practical Wisdom of Teacher: A Case of Adaptive Learning
50. Suffering Beyond Negotiation: Towards a Biographic Perspective on Cooperative Design for Therapy
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