167 results on '"Shelton, Brett E."'
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2. The Gap between Korean Esports and Educational Gaming
3. Learning Anytime, Anywhere: A Spatio-Temporal Analysis for Online Learning
4. Teaching Math to Deaf/Hard-of-Hearing (DHH) Children Using Mobile Games: Outcomes with Student and Teacher Perspectives
5. Innovations in Instructional Design and Technology Programs: A View from PIDT 2018
6. Knowledge Sharing and Virtual Community of Practice Potential in the U.S. Coast Guard's Afloat Community: A Qualitative Case Study
7. Improving Predictive Modeling for At-Risk Student Identification: A Multistage Approach
8. Learning Analytics Research: Using Meta-Review to Inform Meta-Synthesis
9. Incentives and Disincentives for the Use of OpenCourseWare
10. Two-Stage Predictive Modeling for Identifying At-Risk Students
11. Closing the Reading Gap with Virtual Maze Environments
12. Building an Online Adaptive Learning and Recommendation Platform
13. Predicting Student Success by Modeling Student Interaction in Asynchronous Online Courses
14. Online Graduate Teacher Education: Establishing an EKG for Student Success Intervention
15. Learning Analytics Research: Using Meta-Review to Inform Meta-Synthesis
16. An Examination of the Changes in Science Teaching Orientations and Technology-Enhanced Tools for Student Learning in the Context of Professional Development
17. Taking Activity-Goal Alignment into Open-Ended Environments: Assessment and Automation in Game-Based Learning
18. Gaming as a Platform for Developing Science Practices
19. Exploring the Relationships between Tutor Background, Tutor Training, and Student Learning: A Problem-Based Learning Meta-Analysis
20. Closing the Reading Gap with Virtual Maze Environments
21. Building an Online Adaptive Learning and Recommendation Platform
22. Visual Perspectives within Educational Computer Games: Effects on Presence and Flow within Virtual Immersive Learning Environments
23. Aligning Game Activity with Educational Goals: Following a Constrained Design Approach to Instructional Computer Games
24. Historical Perspectives on Games and Education from the Learning Sciences
25. The CareNet Display: Lessons Learned from an In Home Evaluation of an Ambient Display
26. Literary and Historical 3D Digital Game-Based Learning: Design Guidelines
27. Cybertext Redux: Using Digital Game-Based Learning to Teach L2 Vocabulary, Reading, and Culture
28. Problem-Based Educational Games: Connections, Prescriptions, and Assessment
29. Challenges, Frustrations and Triumphs of Remixing an Open Source Game Engine for Educational Purposes
30. Design and Development of Virtual Reality: Analysis of Challenges Faced by Educators
31. A Review of Available Literature for Use in Development of an Undergraduate Esports Certificate Program
32. EXPLORING THE RELATIONSHIPS BETWEEN TUTOR BACKGROUND, TUTOR TRAINING, AND STUDENT LEARNING
33. Linking open course wares and open education resources: creating an effective search and recommendation system
34. The Gap Between Korean Esports and Educational Gaming
35. Science Teaching Orientations and Technology-Enhanced Tools for Student Learning
36. Teacher's intervention to in-person bullying and cyberbullying situations.
37. Historical Perspectives on Games and Education from the Learning Sciences
38. Games as Mediums for Social Change and Literacy Practices
39. Games in Education: The Epistemic Argument
40. Designing Educational Games for Activity-Goal Alignment
41. Preliminary Material
42. Introduction
43. The CareNet Display: Lessons Learned from an In Home Evaluation of an Ambient Display
44. A systematic meta-Review and analysis of learning analytics research
45. Learning anytime, anywhere: a spatio-temporal analysis for online learning
46. A systematic meta-Review and analysis of learning analytics research.
47. EDUCATION PROFESSIONALS' KNOWLEDGE AND NEEDS REGARDING BULLYING.
48. Grand Canyon as a Universally Accessible Virtual Field Trip for Intro Geoscience Classes Using Geo-Referenced Mobile Game Technology
49. Online Graduate Teacher Education: Establishing an EKG for Student Success Intervention
50. Immersive Technology and the Elderly: A Mini-Review
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