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

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

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

4. A Feasibility Study of the Kasi Learning System to Support Independent Use of STEM Diagrams by Students With Visual Impairments.

5. Cooperative education in the higher education system and Big Five personality traits in Germany.