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1. Invented models – relating students’ constructions of computational models to their learning gains.

2. Meaning Generation in the Interplay Between Problem Solving and Posing in a Constructionist Environment.

3. Deklarovanie druhej národnosti v sčítaní z roku 2021 na Slovensku: nové skúsenosti, nové vedecké výzvy.

4. Tangible computing tools in AI education: Approach to improve elementary students' knowledge, perception, and behavioral intention towards AI.

5. Embracing differences in organizations: 'differences work' as a new theoretical perspective.

6. Effectiveness of generative learning strategies based on mobile learning technologies in higher education.

7. Understanding emotions in hate speech: A methodology for discourse analysis.

8. Influence of Learning Activities Based on the Constructionism Approach in Digital Learning Ecosystem on Self-directed Learning Skills.

9. Parental linguistic content and distancing predict beliefs about emotion and child emotion regulation.

10. The Constructivist Model of Promoting an Active Lifestyle for Iranian Society: Grounded Theory Approach.

13. "So, we kind of started from scratch, no pun intended": What can students learn from designing games?

14. Integrating Computational Thinking and Data Science: The Case of Modding Classification Games.

15. Relaciones entre la perspectiva de las Prácticas Discursivas y Producción de Sentidos y el Análisis Cualitativo de Contenido Categorial Temático.

16. Introduction: The Construction of the Future of Platforms.

17. Il femminismo critico per re-immaginare una narrativa di genere nello sviluppo organizzativo.

18. Constructivism and/or Constructionism.

21. A Trajectory of Digital Technologies Integration in Mathematical Education in Brazil: Challenges and Opportunities

23. Beginners Online Programming Course for Making Games in Construct 2

26. Mobile Application for the Acquisition of Competencies in the Standardised Drawing of Mechanical Engineering Assemblies, Based on Augmented Reality

27. Promoting college students’ computational thinking: the use of constructionism-based accounting spreadsheets designing activities

28. Design strategies to integrate creative learning in elementary school curricula through computer programming activities.

29. Personally Meaningful Design: Sound Making to Foster Engineering Practices with Artifacts from Home.

30. A Constructionist Approach to Emotional Experiences with Music.

31. „School for learning not for schooling". Konstrukcjonizm a środowisko uczenia się - na podstawie działalności Darunsikkhalai School for Innovative Learning.

32. A Framework for Teaching Computational Thinking in Primary Schools: A Namibian Case Study.

33. The Effect of the Modality on Students’ Computational Thinking, Programming Attitude, and Programming Achievement.

34. Pragmatic competence, autistic language use and the basic properties of human language.

35. Challenges and Opportunities in the International Reception of "Communicative Constructivism".

36. Materials-To-Queer-With: Weaving Mathematics Beyond the Binary

38. Conceptualization of Change

39. Challenges and Opportunities in the International Reception of 'Communicative Constructivism'

40. Paper Circuits vs. Breadboards: Materializing Learners' Powerful Ideas Around Circuitry and Layout Design.

41. Constructive Combinatorics in Elementary School Mathematics.

42. Maker-Centered Professional Learning for Inservice and Preservice K-12 Educators: A Systematic Literature Review.

43. Evolución y vigencia del constructivismo científico-tecnológico.

44. Eksploracyjna mowa dziecięca: rola komunikacji werbalnej w trakcie konstruowania.

45. An upside-down research: a critical reflection of the inquiry process.

46. Visualisation to support children with attention‐deficit/hyperactivity disorder learning to solve mathematical word problems: A randomised controlled trial.

47. Contending philosophy of social science perspectives: A flexible typology.

48. Abstractive-Based Programming Approach to Computational Thinking: Discover, Extract, Create, and Assemble.

49. AI + Ethics Curricula for Middle School Youth: Lessons Learned from Three Project-Based Curricula.

50. History of Logo

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