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1. Supporting collaborative classroom networks through technology: An actor network theory approach to understanding social behaviours and design.

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

3. Examining socially shared regulation and shared physiological arousal events with multimodal learning analytics.

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

5. Let's teach Kibot: Discovering discussion patterns between student groups and two conversational agent designs.

6. An overview of 25 years of research on digital personalised learning in primary and secondary education: A systematic review of conceptual and methodological trends.