167 results on '"Shang, Junjie"'
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52. Would It Be Better if Instructors Technically Adjust Their Image or Voice in Online Courses? Impact of the Way of Instructor Presence on Online Learning
53. Design and Development of an Educational Game for Facilitating Spatial Ability and Mathematics Learning
54. FARMTASIA: an online game-based learning environment based on the VISOLE pedagogy
55. Design and Development of an Innovation Product Engineering Process Curriculum at Peking University
56. Liraglutide-induced structural modulation of the gut microbiota in patients with type 2 diabetes mellitus
57. Problem Solving Processes and Strategies in the Virtual Interactive Student-Oriented Learning Environment
58. Educational Use of Computer Games: Where We Are, and What’s Next
59. Constructivist Learning Through Computer Gaming
60. Serratia marcescens-derived fluorescent carbon dots as a platform toward multi-mode bioimaging and detection of p-nitrophenol
61. To learn scientifically, effectively, and enjoyably: A review of educational games
62. A Study of Detecting Student Engagement Modes in an Online Learning Platform.
63. Abnormal Global Functional Connectivity Patterns in Medication-Free Major Depressive Disorder
64. Design and validation of an electroencephalogram‐supported approach to tracking real‐time cognitive load variations for adaptive video‐based learning.
65. Understanding the Educational Values of Video Games from the Perspective of Situated Learning Theory and Game Theory
66. GAME-BASED LEARNING IN CHINESE CLASSROOMS: A CASE STUDY
67. VISOLE
68. The Latest Development of Education Informatization in North America and Its Implications
69. 虛擬互動學生為本學習環境: 設計與應用.
70. A Case Study of an Academic Achievement-oriented Student in Game-based Learning
71. A Case Study of a Non-gamer Student's Learning Process in VISOLE
72. Harnessing Computer Games in Education
73. A Pilot Study on Virtual Interactive Student-Oriented Learning Environment
74. Unlocking students’ creative potential in designing technological-enriched design solutions.
75. An Evaluative Study on VISOLE—Virtual Interactive Student-Oriented Learning Environment.
76. Practice and Prospect Analysis of Blended Learning in Primary and Middle Schools in China
77. The Augmented Hybrid Graph Framework for Multi-level E-Learning Applications
78. Blending Smart Phones into Regular Classroom Learning
79. The Blended Learning Concept: Comparative Study of Two Universities
80. Research on Approach of Improving Teaching Quality and Promoting Equity by the Integration of Information Technology and Subject Teaching
81. Action Research on Visualization Learning of Mathematical Concepts Under Personalized Education Idea: Take Learning of Geometrical Concepts of Elementary Math for Example
82. Convergence and Divergence in Blended Learning
83. A Framework to Promote ICT in K-12 Education in Developing Countries: A Case Study in Sudan
84. Research on How to Use OUC Cloud Classroom to Assist Education Development in Tibet
85. Dealing with Ethical Issues in MOOC Design and Delivery: A Case Study
86. User Evaluation of Language Websites as a Way of Students’ Engagement into Blended Learning Process Case Study
87. Enhancing the Blended Learning Experience Through Crowdsourcing: Applications to Management Education
88. Improvement Strategies of Pupils’ Self-Efficacy in Smart Learning Environment – A Case Study
89. Investigating Factors Influencing K-12 Teachers’ Intention to Integrate Mobile Devices in Teaching
90. Proposal and Evaluation of an SNS-Based Model for Learning of English as a Foreign Language
91. Exploring the Relationship Between Social Media, Collaborative Learning and Learners’ Satisfaction
92. Blended Learning: Beyond Technology to Pedagogical Structure Design
93. Metamodel for Evaluating the Performance of ICT in Education
94. A Study on Non-english Majors’ Cognitive Adaptation and Learning Performance in Flipped Classroom
95. The Open Textbooks for Hong Kong: From Conceptualization to Implementation
96. Connected Classroom Climate in Hybrid Classroom: Model and Comparison
97. Promoting Students’ Engagement? Flipped Classroom Matters a Lot – An Empirical Research in College
98. Virtual Reality Enabled Training for Social Adaptation in Inclusive Education Settings for School-Aged Children with Autism Spectrum Disorder (ASD)
99. Designing Effective Materials and Activities for Mobile Augmented Learning
100. Microlessons in Chinese Universities: Concepts, Technology, and Case Analyses
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