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1. Integrating educational robot and low-cost self-made toys to enhance STEM learning performance for primary school students.

2. Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement.

3. Virtual reality in problem‐based learning contexts: Effects on the problem‐solving performance, vocabulary acquisition and motivation of English language learners.

4. Smartphones or laptops in the collaborative classroom? A study of video-based learning in higher education.

5. Moving towards engaged learning in STEM domains; there is no simple answer, but clearly a road ahead.

6. Using educational data from teaching and learning to inform teachers' reflective educational design in inquiry-based STEM education.

7. Experiences of Innovation Teaching in Bioprocess Engineering University Course.