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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

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

13. Gamified Project-Based Learning: A Systematic Review

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

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.

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

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

38. Impeding Phenomena Emerging from Students' Constructivist Online Game-Based Learning Process: Implications for the Importance of Teacher Facilitation

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

43. Harnessing Computer Games in Education

44. Carbon Nanomaterials Synthesized by Hot Spring Microbial for Biological Imaging.

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