167 results on '"Shang, Junjie"'
Search Results
2. Review of China's Online Education Policy, 1999-2022
3. Integrating a Digital Math Vector Game into a Blended Classroom: Technological and Instructional Design Principles
4. How to Design Scientific, Happy and Effective Educational Games: Research on Educational Game Design from the Perspective of Learning Sciences
5. Can new-type infrastructure lead to regional green well-being? Evidence from China
6. Acquisition of math knowledge in digital and non-digital game-based learning classrooms: Impact of intrinsic motivation and cognitive load
7. Unpacking help-seeking process through multimodal learning analytics: A comparative study of ChatGPT vs Human expert
8. Using Non-player Characters to Scaffold Non-gamer Students in Serious Gaming
9. Exploring Learners’ Flow and Related Design Strategies in Educational Games from a Psychic Entropy Perspective
10. How Can Teachers Facilitate Computer-Supported Collaborative Learning? A Literature Review of Teacher Intervention in CSCL
11. Motivation, Engagement, and Mathematics Achievement: An Exploratory Study among Chinese Primary Students
12. Different effects of six saponins on the rhizosphere soil microorganisms of Panaxnotoginseng
13. Gamified Project-Based Learning: A Systematic Review
14. Research Status and Trends of the Gamification Design for Visually Impaired People in Virtual Reality
15. An exploration of gendered differences in cognitive, motivational and emotional aspects of game‐based math learning.
16. Supporting Primary Students' Learning of Fraction Conceptual Knowledge through Digital Games
17. Design and Application Research of Gamification in University Curriculum——Taking the Course of TV Camera for Example
18. Teach or not teach? Impacts of Objective Explanation in Game-based Learning: Insights from Gaussian Hidden Markov Analysis
19. Characterization of Students’ Learning and Reasoning about Mental Folding in a Spatial Educational Game
20. An overview on the biological activity and anti-cancer mechanism of lovastatin
21. A Sequential Analysis on the Online Learning Behaviors of Chinese Adult Learners: Take the KGC Learning Platform as an Example
22. Engineering of Green Carbon Dots for Biomedical and Biotechnological Applications.
23. Game-Based Learning in Future School
24. A Study of Primary School Pupils’ Motivation, Emotional Intelligence and Attentional Control Ability
25. Trade-off or complement? An exploratory study on students’ game behavior and learning behavior in a math spatial educational game.
26. Design and Application Research of Gamification in University Curriculum——Taking the Course of TV Camera for Example
27. Guest Editorial : Technology Enhanced Contextual Game-Based Language Learning
28. Application of Gamification to Blended Learning in Elementary Math Instructional Design
29. Application of VR Glasses in Blended Classroom Teaching with the Combination of Virtual and Real Worlds
30. A Curriculum Design to Cultivate Creative Thinking Through Educational Games
31. Improving Video Engagement by Gamification: A Proposed Design of MOOC Videos
32. Isolation, characterization, and genomic analysis of a novel bacteriophage MA9V-1 infecting Chryseobacterium indologenes: a pathogen of Panax notoginseng root rot
33. Clinical Outcomes of Enhanced Recovery After Surgery Program in Elderly Patients Undergoing Transabdominal Preperitoneal
34. A Sequential Analysis on the Online Learning Behaviors of Chinese Adult Learners: Take the KGC Learning Platform as an Example
35. Design and Analysis of Novel Non-Reversible & Reversible Parity Generator and Detector in Quantum Cellular Automata using Feynman Gate
36. How Video Games Enhance Learning: A Discussion of James Paul Gee’s Views in His Book What Video Games Have to Teach Us About Learning and Literacy
37. A Study of Primary School Pupils’ Motivation, Emotional Intelligence and Attentional Control Ability
38. Impeding Phenomena Emerging from Students' Constructivist Online Game-Based Learning Process: Implications for the Importance of Teacher Facilitation
39. Design and Development of an Innovation Product Engineering Process Curriculum at Peking University
40. A Critical Analysis of the Studies on Fostering Creativity through Game-Based Learning*
41. Educational Use of Computer Games: Where We Are, and What’s Next
42. Gamified Project-Based Learning: A Systematic Review of the Research Landscape
43. Harnessing Computer Games in Education
44. Carbon Nanomaterials Synthesized by Hot Spring Microbial for Biological Imaging.
45. A Curriculum Design to Cultivate Creative Thinking Through Educational Games
46. Improving Video Engagement by Gamification: A Proposed Design of MOOC Videos
47. Cloning, Expression and Biochemical Characterization of the Recombinant α-amylase from Bacillus subtilis YX48
48. Using Non-player Characters to Scaffold Non-gamer Students in Serious Gaming
49. Interactions Between Phenolic Acids and Microorganisms in Rhizospheric Soil From Continuous Cropping of Panax notoginseng
50. Will the Covid-19 Reshape the Marketing of Luxury Brands?
Catalog
Books, media, physical & digital resources
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.