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

2. Enhancing concrete structures education: Impact of virtual reality on motivation, performance and usability for undergraduate engineering students.

3. Identifying stressors inhibiting belonging, visibility, and peer inclusion for college students with MIoSG in STEM.

4. Experimenting with computational thinking for knowledge transfer in engineering robotics.

5. AI literacy curriculum and its relation to children's perceptions of robots and attitudes towards engineering and science: An intervention study in early childhood education.

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

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

8. Personal Digital Information Archiving and Organizing Practices of Engineering and Information Technology Students.

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

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

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

12. Girls' video gaming behaviour and undergraduate degree selection: A secondary data analysis approach.

13. How do student attributes influence the way students experience problem-based learning in virtual space?

14. Student perceptions of higher education science and engineering learning communities.

15. Evaluating the effectiveness of an out-of-class reflection component in a technical English course by tracing participants’ perceptual changes.

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