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1. Online Adult Education for Sustainable Development: The Analysis of the Consequences of the COVID-19 Pandemic in Latvia

2. WebPGA: An Educational Technology That Supports Learning by Reviewing Paper-Based Programming Assessments.

3. Multimodal Communication and Peer Interaction during Equation-Solving Sessions with and without Tangible Technologies.

4. Escape Room as a Stimulus for Experimental Activity.

5. An Novel Optimization Model for Ideological and Political Course in Colleges under the Environment of BD Mining Technology.

6. Personas Characterising Secondary School Mathematics Students: Development and Applications to Educational Technology.

7. A snapshot in time: the next new normal and micro-credentials.

8. Technology-Enhanced Personalized Language Learning: Strategies and Challenges.

9. Mapping the Situation of Educational Technologies in the Spanish University System Using Social Network Analysis and Visualization.

10. Enhancing Educational Design Capabilities through Interactive Mobile and Adaptive Learning Platforms: An Empirical Study.

11. Construction and Application of College English Blended Teaching System Based on Multidata Fusion.

12. Blockchain for Credibility in Educational Development: Key Technology, Application Potential, and Performance Evaluation.

13. AUGMENTED REALITY FOR ESL/EFL AND BILINGUAL EDUCATION: AN INTERNATIONAL COMPARISON.

14. Enhancing learner performance prediction on online platforms using machine learning algorithms.

15. Analysing the Impact of Generative AI in Arts Education: A Cross-Disciplinary Perspective of Educators and Students in Higher Education.

16. A systematic literature review of empirical research on ChatGPT in education.

17. Detecting Learning Patterns in Tertiary Education Using K-Means Clustering.

18. Journey Higher education developments in context to tools and technology spectrum from four-wall instructional strategies to E-learning Platforms.

19. QUANTITATIVE APPRAISAL AND SCIENTOMETRIC EXPLORATION INTO THE DIGITIZATION OF EDUCATION.

20. Teachers’ digital literacy overview in secondary school.

21. Assessing EFL Students' Performance and Self-Efficacy Using a Game-Based Learning Approach.

22. Empowering smart societies through digital learning.

23. A Comprehensive Study of Students' Challenges and Perceptions of Emergency Remote Education During the Early COVID-19 Pandemic: A Systematic Literature Review.

24. The Design and Development of a Reading Assessment Manager.

25. Impacts of campus disruption on educational developers role-identity and teamwork.

26. Problematic Smartphone Use and University Students' Academic Performance.

27. Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation.

28. Development of Students' Skills through Gamification and Serious Games: An Exploratory Study.

29. Digital Assessment in Technology-Enriched Education: Thematic Review.

30. Cost Analysis in Online Teaching Using an Activity Map.

31. A REVIEW OF STUDIES CONCERNING VIRTUAL REALITY AS AN EDUCATIONAL TOOL IN THE TREATMENT OF SPECIFIC LEARNING DISORDERS.

32. Students' and Teachers' Beliefs About Effective Teaching of English for Occupational Purposes.

33. Diseño y programación de un videojuego educativo. Un caso de estudio en educación primaria.

34. Editorial for Special Issue on Research on Supporting Remote Teaching and Learning during the COVID-19 Pandemic.

35. Influencing Factors of Online Course Learning Intention of Undergraduates Majoring in Art and Design: Mediating Effect of Flow Experience.

36. Thinking and Research on Ideology Education of University Student Based on Deep Learning in Small Sample Environment.

37. The Effective Components in the Implementation of M-learning among Student Teachers.

38. Assessment of the Contribution of Information Adversarial Technology to Educational Development in the Context of Neural Networks.

39. Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies.

40. EDUCATIONAL WORK, EDUCATIONAL TECHNOLOGIES AND HUMAN TRAINING.

41. "Connecting concepts helps put main ideas together": cognitive load and usability in learning biology with an AI-enriched textbook.

42. Tecnologias Educacionais Estereotipadas: Um desafio a ser enfrentado.

43. Investigar en tecnología educativa: un viaje desde los medios hasta las TIC.

44. EDITORIAL.