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1. Gender and STEAM as part of the MOOC STEAM4ALL.

2. Educational Robotics for All: Gender, Diversity, and Inclusion in STEAM.

5. Blackboard For Dummies

6. Gender and STEAM as part of the MOOC STEAM4ALL

7. Educational Robotics for All: Gender, Diversity, and Inclusion in STEAM

9. Computer Supported Education : 12th International Conference, CSEDU 2020, Virtual Event, May 2–4, 2020, Revised Selected Papers

10. The Role of an Experimental Laboratory in Engineering Education

11. Computer Supported Education : 11th International Conference, CSEDU 2019, Heraklion, Crete, Greece, May 2-4, 2019, Revised Selected Papers

12. Computer Supported Education : 10th International Conference, CSEDU 2018, Funchal, Madeira, Portugal, March 15–17, 2018, Revised Selected Papers

13. Distance education in the teacher education program of Zimbabwe

14. Guidelines for effective online lab assignments: Contributions to the discussion

15. Computers Supported Education : 9th International Conference, CSEDU 2017, Porto, Portugal, April 21-23, 2017, Revised Selected Papers

16. Computers Supported Education : 8th International Conference, CSEDU 2016, Rome, Italy, April 21-23, 2016, Revised Selected Papers

17. Computer Supported Education : 7th International Conference, CSEDU 2015, Lisbon, Portugal, May 23-25, 2015, Revised Selected Papers

18. Concept Mapping for Higher Order Thinking

19. Computer Supported Education : 6th International Conference, CSEDU 2014, Barcelona, Spain, April 1-3, 2014, Revised Selected Papers

20. Computer Supported Education

21. Accuracy of self-assessment among graduate students in mechanical engineering

22. From know-how to know-why: Lab-created learning

23. Computer Supported Education

24. Higher Education in the Digital Age, by William G. Bowen

25. Visualizing understanding with concept maps

26. Creating Engaging Online Courses

27. Blackboard For Dummies

28. Word processing and the teaching of writing

44. Effects of Adaptive Educational Games on Adults’ Computational Thinking

45. Lecture notes Learner Models for MOOC in a Lifelong LearningContext: A Systematic Literature Review

46. A Technological Storytelling Approach to Nurture Mathematical Argumentation

47. An Authoring Tool to Elicit Knowledge to be Taught without Programming

48. Sequencing wikipedia pages: An on-the-fly approach to course building

49. A machine learning approach to identify dependencies among learning objects

50. Toward an Adaptive Gamification System for Learning Environments

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