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1. Comparing the effectiveness of video and stereoscopic 360° virtual reality‐supported instruction in high school biology courses.

2. Conscientiousness, prior experience, achievement emotions and academic procrastination in online learning environments.

3. Examining the effects of mixed and non‐digital gamification on students' learning performance, cognitive engagement and course satisfaction.

4. Fostering low‐achieving students' productive disciplinary engagement through knowledge‐building inquiry and reflective assessment.