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1. Using game‐based learning and online flipped classrooms with degree apprenticeship students.

2. A bibliometric analysis of studies on technology‐supported learning environments: Hot topics and frontier evolution.

3. Beyond jam sandwiches and cups of tea: An exploration of primary pupils' algorithm‐evaluation strategies.

4. Entering Aladdin's cave: Developing an app for children with Down syndrome.

5. Outcomes for design and learning when teenagers with autism codesign a serious game: A pilot study.

6. Changing models for researching pedagogy with information and communications technologies.

7. A constructionist learning environment for teachers to model learning designs.

8. Embodied experiences of place: a study of history learning with mobile technologies.

9. University students' attainment and perceptions of computer delivered assessment; a comparison between computer-based and traditional tests in a 'high-stakes' examination.

10. Sowing the seeds of algebraic generalization: designing epistemic affordances for an intelligent microworld.

11. Learning at the digital frontier: a review of digital literacies in theory and practice.

12. Promoting argumentation in primary science contexts: an analysis of students' interactions in formal and informal learning environments.

13. Cheating behaviours, the Internet and Education undergraduate students.

14. The role of digital artefacts on the interactive whiteboard in supporting classroom dialogue.

15. How technology resources can be used to represent personal inquiry and support students' understanding of it across contexts.

16. Using Cultural-Historical Activity Theory to design and evaluate an educational game in science education.

17. Analysing the use of interactive technology to implement interactive teaching.

18. A comparison of e-learning in Scotland's colleges and secondary schools: the case of National Qualifications in ‘Core Skills’.

19. Learning to be a psychologist: the construction of identity in an online forum.

20. Activity Theory and Higher Education: evaluating learning technologies.

21. Original article The use of innovative ICT in the active pursuit of literacy.

22. Barriers to student computer usage: staff and student perceptions.

23. Discipline differences in role and use of ICT to support group-based learning.

24. Using technology in Higher Education: an Activity Theory perspective.

25. Developing and evaluating dialogue games for collaborative e–learning.