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Education and Information Technologies

Ausgabe 3/2020

Inhalt (41 Artikel)

The effect of the serious game Tempoly on learning arithmetic polynomial operations

Cândida Barros, Ana Amélia Carvalho, António Salgueiro

Flipped learning as situated practice: A contrastive narrative inquiry in an EFL classroom

Khadijeh Aghaei, Mojtaba Rajabi, Koo Yew Lie, Fereshte Ajam

Antecedents to academic success in higher education institutions: The case of UAE University

Nabeel Al-Qirim, Kamel Rouibah, Mohamad Adel Serhani, Ali Tarhini, Mahmoud Maqableh, Ashraf Khalil, Marton Gergely

Are we ready for Gamification? An exploratory analysis in a developing country

Kingsley Ofosu-Ampong, Richard Boateng, Thomas Anning-Dorson, Emmanuel A. Kolog

Open Access

Learning by coding: A sociocultural approach to teaching web development in higher education

Montathar Faraon, Kari Rönkkö, Mikael Wiberg, Robert Ramberg

Open Access

Matching self-reports with electrodermal activity data: Investigating temporal changes in self-regulated learning

Muhterem Dindar, Jonna Malmberg, Sanna Järvelä, Eetu Haataja, Paul A. Kirschner

Gamification in management education - A literature mapping

Rui Silva, Ricardo Rodrigues, Carmem Leal

Healthy Jeart. Developing an app to promote health among young people

Ana Duarte-Hueros, Carmen Yot-Domínguez, Ángeles Merino-Godoy

Predictive analytics in education: a comparison of deep learning frameworks

Tenzin Doleck, David John Lemay, Ram B. Basnet, Paul Bazelais

Virtual educational environment: interactive communication using LMS Moodle

Nurassyl Kerimbayev, Nurdaulet Nurym, Аliya Akramova, Saule Abdykarimova