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Computers & Education, Volume 218
Volume 218, 2024
- Chengde Zhang, Zhizun Wang, Ziqi Fang, Xia Xiao:
Guiding student learning in video lectures: Effects of instructors' emotional expressions and visual cues. 105062 - Ai-Chu Elisha Ding, Cheng-Han Yu:
Serious game-based learning and learning by making games: Types of game-based pedagogies and student gaming hours impact students' science learning outcomes. 105075 - Joji Mendoza-Chan, L. G. Pee:
Digital skilling of working adults: A systematic review. 105076 - Haili Liang, Chunxia Qi, Rongjin Huang, Haode Zuo, Jiashan He:
Mathematics teachers' interaction patterns and role changes in online research-practice partnerships: A social network analysis. 105077 - Soyoung Park, Jiwon Kim:
Do multi-channel use and online engagement matter for critical literacy and information verification behaviors? Comprehensive comparisons of six generations from before 1954 (war generation) to generation Z (after 1997). 105078 - Daniela Luengo-Aravena, Patricio Cabello, Beatriz Rodriguez-Milhomens Bachino:
Online collaborative problem-solving as a tangible outcome of digital skills in technical and vocational higher education. 105079 - Emma Liptrot, Heather Ann Pearson, Armaghan Montazami, Adam Kenneth Dubé:
Why this app? How user ratings and app store rankings impact educators' selection of educational apps. 105080 - Robin Samuelsson:
Learning beyond instructionist/constructionist divides: A mixed methods exploration of three learning designs for 1-2-year-old children. 105089 - Xueliang Chen, Ya Xiao:
Pathways to digital reading literacy among secondary school students: A multilevel analysis using data from 31 economies. 105090 - Mehmet Demir:
A taxonomy of social media for learning. 105091 - Guangbao Fang, Xueliang Li, Philip Wing Keung Chan, Penelope Kalogeropoulos:
A multilevel investigation into teacher-supported student use of technology in East Asian classroom: Examining teacher and school characteristics. 105092 - Sabrina Ludwig, Andreas Rausch, Viola Deutscher, Jürgen Seifried:
Predicting problem-solving success in an office simulation applying N-grams and a random forest to behavioral process data. 105093
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