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201. Connecting a teacher dashboard to a student digital collaborative environment: supporting teacher enactment of problem-based mathematics curriculum.

202. Why Do Teachers Need to Use Technology in Their Classrooms? Issues, Problems, and Solutions.

204. Co-designing VR Game Content for Sustainability Education

205. Play My Math: Second Development Cycle of an EdTech Tool Supporting the Teaching and Learning of Fractions Through Music in Algebraic Notation

206. How to Design Scientific, Happy and Effective Educational Games: Research on Educational Game Design from the Perspective of Learning Sciences

207. User-Centered Design of Adaptive Support in a Continuing Education Online Course: Findings from a Design-Based Research Process

209. Blending MOOCs in Face-to-Face Teaching and Studies.

210. Taking Eco-Innovation to the Road—A Design-Based Workshop Concept for the Development of Eco-Innovative Business Models.

211. Development and exemplification of a model for Teacher Assessment in Primary Science.

212. Online Learning Tools for Middle School Science: Lessons Learned from a Design-Based Research Project.

213. Evaluating design-based formative assessment practices in outdoor science teaching.

214. Advancing Knowledge Creation in Education Through Tripartite Partnerships/Faire progresser la création de connaissances dans l'éducation grâce à des partenariats tripartites.

215. Sit Down to Table and Confess who you are! Design of an Epistemic Game for Nutritional Education at Secondary School.

216. The Development of the Serious Game 'Composites Cup on Tortuga' with the Support of 'Kraken'

219. Science learning in 3- and 5-year-old children in the same free-choice learning environment on plant diversity.

220. Learning by Evaluating: An Exploration of Optimizing Design-Based Instruction.

221. Design of a Pedagogical Model to Foster Ocean Citizenship in Basic Education.

222. Special Issue on Mobile Mixed Reality

223. Building a Better Mousetrap: How Design-Based Research was Used to Improve Homemade PowerPoint Games.

224. Design principles for the development of the balanced scorecard.

225. Learning by Designing Interview Methods in Special Education

226. The Double Classroom: Design Patterns Using MOOCs in Teacher Education

231. OVERCOMING THE GAP BETWEEN DIGITAL AND ANALOGUE BOARD GAMES - THE DITAG PROTOTYPE.

232. Eyeland: A Visually-Impaired Accessible English Learning Application Using a Design-Based Research Framework

233. Examining an Evolving Biologically Inspired Design Professional Learning Environment through Conjecture Mapping and Design-Based Research

234. A Scaffolding Framework to Support Learning of Emergent Phenomena Using Multi-Agent-Based Simulation Environments.

235. Exploring the characteristics of an optimal design of digital materials for concept learning in mathematics: Multimedia learning and variation theory.

236. iScrivendo: un progetto per lo sviluppo di un'applicazione web per supportare la composizione del testo.

237. Enhancing Creative Problem Solving in the Higher Education Curriculum Through the use of Innovative e-Learning Technologies.

238. Development of mobile application through design-based research

239. Using design-based research to develop a Mobile Learning Framework for Assessment Feedback

240. Construcción de itinerarios personalizados de aprendizaje mediante métodos mixtos.

241. Mobile Digital Storytelling for Promoting Creative Collaborative Learning.

242. DESIGN-BASED RESEARCH AND RESEARCHBASED DESIGN: NEW METHODOLOGICAL PERSPECTIVES IN SOCIAL STUDIES (ON THE EXAMPLE OF EDUCATIONAL RESEARCH ).

243. A Technology-Enhanced Student Self-Efficacy Development Program.

244. Designing and developing a virtual reality escape game for youth vocational rehabilitation.

245. Enhancing subject-specific interests through interdisciplinary teaching units.

246. Quality of Research Based on Design-Based Research Approach: Using an Example from Early Childhood Talent Research.

247. Using Digital Games to Teach History: A Design-Based Study.

248. Building capacity: challenges and opportunities in large class pedagogy (LCP) in Sub-Saharan Africa.

249. A Framework for Quality K-12 Engineering Education: Research and Development.

250. Finnish upper secondary students’ collaborative processes in learning statistics in a CSCL environment.