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1. A Systematic Review of Game-Based Assessment in Education in the Past Decade

2. Edpuzzle for E-Learning: A Study of Perceived Advantages and Limitations

3. Escape Rooms as Tools for Learning through Failure

4. Low-Threshold Digital Educational Escape Rooms Based on 360VR and Web-Based Forms

5. Wordling with Elementary Students: Developing Discrete Literacy Skills through Puzzles and Word Games

6. A Study of Grade Two Students Solving a Non-Routine Problem with Access to Manipulatives

7. Assessing Implicit Computational Thinking in Game-Based Learning: A Logical Puzzle Game Study

8. Relationships between Executive Functions and Computational Thinking

9. Construction Tasks for Children with Blindness: Analyzing the Completion Ratio of Six Puzzles

10. Break out of Your Routine with Escape Rooms

11. Building a Digital Educational Escape Room Using an Online Design-Thinking Process

12. Insights into Cognitive Processes Operating during Classroom Learning

13. The Influence of Cognitive Training Using Mobile Applications on Attentional Control and Impulsivity among Pre-Service Teachers

14. Using Markov Matrix to Analyze Students' Strategies for Solving Parsons Puzzles

15. Proceedings of the International Conference on Educational Data Mining (EDM) (16th, Bengaluru, India, July 11-14, 2023)

16. Developing Digital Content Production Skills for Mother Tongue Teaching with Web 2.0 Tools in Teacher Education: An Action Research

17. Puzzle Identification in Action Research in Initial Teacher Education

18. A Systematic Literature Review of Game-Based Learning in Artificial Intelligence Education

19. The Escape Room Experience: Exploring New Ways to Deliver Interprofessional Education

20. Immersive Virtual Reality Game for Cognitive-Empathy Education: Implementation and Formative Evaluation

21. Using the Spin[subscript 3 × 3] Virtual Manipulative to Introduce Group Theory

22. The Transactional Distance in the Space of the Distance Learning under Post-Pandemic: A Case Study of a Middle School in Northern Taiwan Using Gather to Build an Online Puzzle-Solving Activity

23. ePUZSOLVED: Learning Communication Models through Interactive Online Puzzles

24. Including the Brügner Tangram in an Undergraduate Mathematics Education Course: Systematic Search for Solutions and Graphs

25. The Impact of Puzzle-Based Game with Scaffolding-Aid on Cultural Heritage Learning: Evidence from Eye Movements

26. Adapt It! Create Your Own Skyscraper Puzzles

27. Promoting Creative Insubordination Using Escape Games in Mathematics

28. Escape the Math Room

29. Digital Escape Rooms for World Languages

30. Escape Rooms Technology as a Way of Teaching Mathematics to Secondary School Students

31. How Awareness of Each Other's Mental Load Affects Dialogue

32. Learning Pattern Recognition Skills from Games: Design of an Online Pattern Recognition Educational Mobile Game Integrating Algebraic Reasoning Scaffolding

33. Mechanics Escape Room: Escaping the Monotony of Solving Problems

34. Teaching English Home Language to Foundation Phase Learners from Diverse Backgrounds

35. Supporting Concept Teaching with Activities in Primary School Third Grade Life Science Course

36. A New Way to Study Biochemistry Words by Using Games

37. Crossword Puzzles and Knowledge Retention

38. Early Elementary Students' Use of Shape and Location Schemas When Embedding and Disembedding

39. Design of an Interactive Module Based on the van Hiele Model: Case Study of the Pythagorean Theorem

40. An Examination of Students' Views about an International Math Contest

41. Interactive Assessments of CT (IACT): Digital Interactive Logic Puzzles to Assess Computational Thinking in Grades 3-8

42. Social Interaction in the Spanish Classroom: How Proficiency and Linguistic Background Impact Vocabulary Learning

43. Composing Tangram Puzzles to Support Shape Transformation

44. The Development of Thai EFL Secondary School Students' English Science Vocabulary Knowledge through Science Vocabulary Crossword Puzzle (SVCP) Practices: Action Research

45. Escape the Desert Island: Blended Escape Rooms in the First-Semester Problem-Based Learning

46. A 3-D-Printed Synaptic Puzzle Contributes to Students' Synaptic Transmission Comprehension

47. How Accurate and Predictive Are Judgments of Solvability? Explorations in a Two-Phase Anagram Solving Paradigm

48. The Affordances of Multivariate Elo-Based Learner Modeling in Game-Based Assessment

49. Individual Differences in Children's Scientific Reasoning

50. Understanding Children's Problem-Solving Strategies in Solving Game-Based Logic Problems

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