94 results on '"Koskinen Antti"'
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2. Does the Emotional Design of Scaffolds Enhance Learning and Motivational Outcomes in Game-Based Learning?
3. Flow Experience and Situational Interest in an Adaptive Math Game
4. A game-based approach to promoting adaptive rational number knowledge.
5. Promoting 5th Grade Students’ Spontaneous Focusing on Quantitative Relations
6. Extending a Digital Fraction Game Piece by Piece with Physical Manipulatives
7. An Exploration of Longitudinal Studies of Digital Learning
8. Introduction to the Special Issue on GaLA Conf 2022
9. A Qualitative Literature Review of Educational Games in the Classroom: The Teacher's Pedagogical Activities
10. The strength and direction of the difficulty adaptation affect situational interest in game-based learning
11. Introduction to the Special Issue on GaLA Conf 2023.
12. A game-based approach to promoting adaptive rational number knowledge
13. Sawn softwood
14. Does the emotional design of scaffolds enhance learning and motivational outcomes in game‐based learning?
15. Journal of Computer Assisted Learning / Does the emotional design of scaffolds enhance learning and motivational outcomes in game‐based learning?
16. Sawn softwood
17. Flow Experience and Situational Interest in Game-Based Learning: Cousins or Identical Twins
18. Games and Learning Alliance : 11th International Conference, GALA 2022, Tampere, Finland, November 30 – December 2, 2022, Proceedings
19. A qualitative literature review of educational games in the classroom: the teacher’s pedagogical activities
20. Psykologisen sopimuksen sisältö, täyttyminen ja hyvinvointi vapaaehtoisesti ja vastentahtoisesti määräaikaisilla työntekijöillä
21. Suomalaista seuraelämää New Yorkissa 1900-1939
22. Laadullinen meta-analyysi oppimispelien tutkimuskentästä
23. Jehovan todistajat ja suomalainen asevelvollisuus : käsitehistoriallinen tutkimus aseistakieltäytyjiin suhtautumisesta ja Jehovan todistajien asevelvollisuudesta vapauttamisen mahdollistumisesta
24. Musiikkifestivaalin verotus
25. Korkeateho purjelentokone PIK-13
26. Generator of Personalised Training Games Activities: A Conceptual Design Approach
27. The Digital Serious Games, a Specific Educational Resource: Analysing Teachers and Educational Engineer’s Information Seeking Behaviour Using the Concept of Information Horizons
28. What Can You Do with a Sword? Gender Biases in Text Game Affordances
29. Browser-Based Game Design for Cognitive Effort Aware Quality of Experience Evaluation
30. Oral Examinations Simulator – An Intelligent Tutoring Tool to Reduce Oral Exam Anxiety
31. Design Gamification Strategies in a Digital Learning Environment: The Impact on Students
32. Game-Based Teaching Scenarios in Upper Secondary Mathematics Teaching – European User Experiences
33. An Introduction to Game-Based Competence Assessment Based on Cognitive Diagnostic Models
34. BlendMaster: A Collaborative Board Game for Training Teachers in Blended Learning
35. Appling a Solution-Focused Approach (SFA) to Overcoming Barriers in Integrating Video Games into the Classroom
36. Serious Escape Room Game for Personality Assessment
37. A Game Design-Centric Taxonomy for Feedback Features in Digital Serious Games
38. Gamified Wearable EEG Technology to Support Controlling of Cognitive Load After Brain Injury
39. Collectible Content – Towards a Modular Ecosystem of Intrinsically Integrated Gameplay: The Case of Fractions
40. A Hat-Integrated HCI System for Serious Games–Proof-of-Concept Applications in Focus Detection and Game Controlling
41. Astera, an Educational Game About the Evolution of Galaxies
42. A Security-Focused Architecture for Gameplay Telemetry in Serious Games
43. Future Blocks: Sci-Fi Storytelling as a Serious Game for Leadership Development
44. Mapping Facts to Concrete Game Elements for Generation Purposes: A Conceptual Approach
45. Haptic Recording Experience : The Iceberg Model as a Serious Game for Decision Making in Systemic Design Oriented Leadership (SDOL)
46. Inside the System - Designing VR Serious Games for Computer Science Education
47. A Comprehensive Classification of the Elements in Video Games - Explorative, Ludic, Narrative, Sociable
48. Assessing the Complexity of Gaming Mechanics During Science Learning
49. Does Playing Video Games Give a Child an Advantage in Digital Game-Based Learning?
50. Assessment of Input Modalities for Control and Accessibility in Fully Immersive Virtual Reality Educational Game
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