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3. STEAMTEACH Austria: Towards a STEAM Professional Development Program

4. Hothousing: Utilising Industry Collaborative Problem-Solving Practices for STEAM in Schools

6. Integrating Technologies Into Teaching and Learning Mathematics at the Beginning of Secondary Education in Austria

7. Analysis of Students' Thinking Level in Solving Pythagoras' Theorem Problems Based on Van Hiele's Theory

10. Enhancing Flipped Mathematics Education by Utilising GeoGebra

13. A Look over Students' Shoulders When Learning Mathematics in Home-Schooling

15. Using GeoGebra Notes to Dynamically Organise Digital Learning Resources and Enhance Students' Mathematics Skills

16. A Case Study on Learning Basic Logical Competencies When Utilising Technologies and Real-World Objects

18. Designing Online Learning Environments for Flipped Approaches in Professional Mathematics Teacher Development

19. Exploring Essential Aspects When Technology-Enhanced Flipped Classroom Approaches Are at the Heart of Professional Mathematics Teacher Development Courses

25. Using student personas when developing digital mathematics learning resources to improve teacher training.

26. An Interplay of Enjoyment, Engagement, and Anxieties: The Characteristics of Upper Secondary School Mathematics Students.

37. The Effect of Cabri Express in Geometry Learning on Students' Mathematical Communication Ability

40. Sustainability / Developing and evaluating educational innovations for STEAM education in rapidly changing digital technology environments

41. Developing and Evaluating Educational Innovations for STEAM Education in Rapidly Changing Digital Technology Environments

42. Mathematics / Effects of micro-lectures on junior high school students’ achievements and learning satisfaction in mathematics lessons

43. International Journal of Mathematical Education in Science and Technology / A look over students shoulders when learning mathematics in home-schooling

44. SN Social Sciences volume / Providing online STEM workshops in times of isolation

45. Education and Information Technologies / A case study on learning basic logical competencies when utilising technologies and real-world objects

46. Real-World Modelling to Increase Mathematical Creativity

48. Student use of mathematics resources in Challenge-Based Learning versus traditional courses

49. Relations between mathematics and programming in school: juxtaposing three different cases

50. Technology-enhanced Flipped Mathematics Education in Secondary Schools: A Synopsis of Theory and Practice

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