143 results on '"Kordaki, Maria"'
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2. The Role of Context Free Collaboration Design Patterns in Learning Design within LAMS: Lessons Learned from an Empirical Study
3. Computer Science and Engineering Students Addressing Critical Issues Regarding Gender Differences in Computing: A Case Study
4. Computing and STEM in Greek Tertiary Education: Gender Representation of Faculty Members during the Decade 2003-2013
5. The Effect of Tools of a Computer Microworld on Students' Strategies regarding the Concept of Conservation of Area
6. Computing and STEM in Greece: Gender Representation of Students and Teachers during the Decade 2002/2012
7. Student Perceptions in the Design of a Computer Card Game for Learning Computer Literacy Issues: A Case Study
8. Computer Card Games in Computer Science Education: A 10-Year Review
9. Gender Differences in Computer Science Departments
10. A Constructivist, Modeling Methodology for the Design of Educational Card Games
11. A Novel Educational Digital Storytelling Tool Focusing on Students Misconceptions
12. Diagnosis and Treatment of Students’ Misconceptions with an Intelligent Concept Mapping Tool
13. Gender Differences and Achievement in Computer Science: A Case Study
14. The Challenge of Multiple Perspectives: Multiple Solution Tasks for Students Incorporating Diverse Tools and Representation Systems
15. Analysis of Educational Digital Storytelling Environments: The Use of the 'Dimension Star' Model
16. Adapting the Collaborative Strategy ‘Students Team Achievement Divisions’ in an Information Technology Work Place
17. A Collaborative and Adaptive Design Pattern of the Jigsaw Method within Learning Design-Based E-Learning Systems
18. Course Selection in Computer Science: Gender Differences
19. On the Design of Educational Digital Stories: The Ed-W Model
20. Critical Thinking as a Framework for Structuring Synchronous and Asynchronous Communication within Learning Design-Based E-Learning Systems
21. ‘MULTIPLES’: A Challenging Learning Framework for the Generation of Multiple Perspectives within e-Collaboration Settings
22. A Drawing and Multi-Representational Computer Environment for Beginners' Learning of Programming Using C: Design and Pilot Formative Evaluation
23. Challenging Students to View the Concept of Area in Triangles in a Broad Context: Exploiting the Features of Cabri-II
24. Successful E-Courses: The Role of Synchronous Communication and E-Moderation via Chat
25. Pupils' Choice of Computer Tools as Affected by the Learning Context
26. Pedagogical Analysis of Educational Digital Storytelling Environments of the Last Five Years
27. Diverse Categories of Programming Learning Activities could be Performed within Scratch
28. The Effect of Area Measurement Tools on Student Strategies: The Role of a Computer Microworld.
29. A Learning Environment for the Conservation of Area and Its Measurement: A Computer Microworld.
30. Design and evaluation of a computer game for the learning of Information and Communication Technologies (ICT) concepts by physical education and sport science students
31. A computer card game for the learning of basic aspects of the binary system in primary education: Design and pilot evaluation
32. Critical factors influencing secondary school pupil’s decisions to study computing in tertiary education: Gender differences
33. Challenging Prospective Computer Engineers to Design Educational Software by Engaging Them in a Constructivist Learning Environment
34. Analysis of Educational Digital Storytelling Environments: The Use of the “Dimension Star” Model
35. Adapting the Collaborative Strategy ‘Students Team Achievement Divisions’ in an Information Technology Work Place
36. Student Task Modeling in Design and Evaluation of Open Problem-Solving Environments
37. A Collaborative and Adaptive Design Pattern of the Jigsaw Method within Learning Design-Based E-Learning Systems
38. Employing Collaborative Learning Strategies and Tools for Engaging University Students in Collaborative Study and Writing
39. Critical Thinking as a Framework for Structuring Synchronous and Asynchronous Communication within Learning Design-Based E-Learning Systems
40. ‘MULTIPLES’: A Challenging Learning Framework for the Generation of Multiple Perspectives within e-Collaboration Settings
41. A Special Purpose E-Learning Environment
42. Preface
43. Gender Gap in Computer Science: Preferences and Performance
44. Digital card games in education: A ten year systematic review
45. DIVERSE AND NOVEL TYPES OF DIGITAL CARD GAMES WHICH COULD BE USED FOR EDUCATIONAL PURPOSES
46. COLLABORATIVE METHODOLOGIES FOR THE DESIGN OF DIGITAL ARTIFACTS BY THE STUDENTS
47. DIGITAL STORYTELLING AS AN EFFECTIVE FRAMEWORK FOR THE DEVELOPMENT OF COMPUTATIONAL THINKING SKILLS
48. DIGITAL TOOLS USED FOR THE DEVELOPMENT OF COMPUTATIONAL THINKING IN PRIMARY EDUCATION: A TEN YEAR SYSTEMATIC LITERATURE REVIEW
49. A 7-Step Modeling Methodology for the Design of Educational Constructivist Computer Card Games: Results from an Empirical Study
50. Computing and STEM in Greek tertiary education: gender representation of faculty members during the decade 2003–2013
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