International Journal of Innovation and Learning 31(3) 2022
- Defining virtual reality enabled learning
- Promoting collaborative innovation and disciplinary integration in maker education through augmented reality: a design-based research
- The acceptance of the online gamification learning platform by higher education students in hospitality and tourism
- The impact of thinking tools on the argumentation skills of pre-service science teachers in flipped learning
- Creating a critical culture to cultivate students' critical thinking: a case study of a media literacy course in Japan
- A study of flipped offline and online computer programming courses in a Japanese university
- A case study exploring the negative emotions of teachers specialising in synchronous online classes
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