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1. Adapting educational practices in emergency remote education: Continuity and change from a student perspective.

2. A framework for aligning needs, abilities and affordances to inform design and practice of educational technologies.

3. Exploring the role of 3D printing and STEM integration levels in students' STEM career interest.

4. Investigating learners' engagement and science learning outcomes in different designs of participatory simulated games.

5. Gamifying programming education in K‐12: A review of programming curricula in seven countries and programming games.

6. Sociomaterial movements of students' engagement in a school's makerspace.

7. Virtual laboratory—Using a hand movement recognition system to improve the quality of chemical education.