Flow in e-learning: What drives it and why it matters.
págs. 899-915
págs. 916-927
págs. 928-939
págs. 940-949
págs. 950-971
Essential features of serious games design in higher education: Linking learning attributes to game mechanics.
Petros Lameras, Sylvester Arnab, Ian Dunwell, Craig Stewart, Samantha Clarke, Panagiotis Petridis
págs. 972-994
págs. 995-1009
The value of capture: Taking an alternative approach to using lecture capture technologies for increased impact on student learning and engagement.
págs. 1010-1019
págs. 1020-1029
Learning and assessment with images: A view of cognitive load through the lens of cerebral blood flow.
págs. 1030-1046
Exploring students' acceptance of team messaging services: The roles of social presence and motivation.
págs. 1047-1061
Media-assisted language learning for young children: Effects of a word-learning app on the vocabulary acquisition of two-year-olds.
Catherine Walter-Laager, Kathrin Brandenberg, Luzia Tinguely, Jürg Schwarz, Manfred R. Pfiffner, Barbara Moschner
págs. 1062-1072
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