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2. Perceptions of practical knowledge of learning and feedback among academic teachers

3. In-text and rubric-referenced feedback: Differences in focus, level, and function

4. Artificial intelligence moving serious gaming

5. To tag or not to tag? How to support organizing and classifying bookmarks from the Web / & xbf;Con etiquetas o sin etiquetas? Como asistir en la organizacion y clasificacion de los marcadores de paginas Web

6. The impact of Co-actors on cognitive load: When the mere presence of others makes learning more difficult

7. Video-or text-based rubrics

8. Reinforcing Stealth Assessment in Serious Games

9. WEKIT.One: A Sensor-Based Augmented Reality System for Experience Capture and Re-enactment

10. Do secondary school students make use of effective study strategies when they study on their own?

11. Readers’ Processing and Use of Source Information as a Function of Its Usefulness to Explain Conflicting Scientific Claims

12. Learning strategies and academic performance in distance education

13. A Validation Study of the Internet-Specific Epistemic Justification Inventory With Norwegian Preservice Teachers

14. Effect of 1 Year Krill Oil Supplementation on Cognitive Achievement of Dutch Adolescents

15. The association of maternal polyunsaturated fatty acids during pregnancy with social competence and problem behaviours at 7 years of age

16. Polyunsaturated fatty acid status at birth, childhood growth, and cardiometabolic risk

17. The development of an instrument to measure teachers’ inquiry habit of mind

18. May the Plan be with you! A Usability Study of the Stimulated Planning Game Element Embedded in a MOOC Platform

19. Measuring Perseverance and Passion in Distance Education Students

20. Embedded instruction to learn information problem solving

21. Exploring the association between whole blood Omega-3 Index, DHA, EPA, DHA, AA and n-6 DPA, and depression and self-esteem in adolescents of lower general secondary education

22. The Future of Learning by Searching the Web: Mobile, Social, and Multimodal

23. Teacher-evaluated self-regulation is related to school achievement and influenced by parental education in schoolchildren aged 8-12

24. Sixth graders’ evaluation strategies when reading Internet search results : an eye-tracking study

25. Assessment quality in tertiary education: An integrative literature review

26. Fish and seafood consumption during pregnancy and the risk of asthma and allergic rhinitis in childhood

27. Evaluating the usability of authoring environments for serious games

28. See and tell: Differences between expert and novice teachers’ interpretations of problematic classroom management events

29. Students’ perceptions of assessment quality related to their learning approaches and learning outcomes

30. Quality of reusable game software

31. Voeding en psychische gezondheid gedurende de levensloop: Synthese van wetenschappelijke kennis en inventarisatie van toepassing in de praktijk

32. The effect of learner autonomy on motor learning

34. How prior knowledge affects problem-solving performance in a medical simulation game: Using game-logs and eye-tracking

35. Effects of observing a model’s natural or didactic problem-solving behavior in eye movement modeling examples

36. Learning Analytics Should Analyse the Learning: Proposing a Generic Stealth Assessment Tool

37. Portability of Serious Game Software Components

38. Through the Eyes of a Programmer: A Research Project on how to Foster Programming Education with Eye-Tracking Technology

39. The Effects of Standing Tutorials on Learning in Undergraduate Students:Study Protocol

40. Effects of a short classroom intervention on students’ identification of contradictions in an Internet forum text: Interaction with reading comprehension skills

41. The effect of Active Plus, a computer-tailored physical activity intervention, on cognitive functioning of elderly people with chronic illness(es) - study protocol for a randomized controlled trial

42. Basic mathematical skills as a predictor of (non-)completion in distance education

44. Toward reusable game technologies:assessing the usability of the RAGE component-based architecture framework

45. Can You Ink While You Blink? Assessing Mental Effort in a Sensor-Based Calligraphy Trainer

46. A fuzzy logic approach to reliable real-time recognition of facial emotions

47. Viewbrics, ‘spiegel’ je vaardig: Vakoverstijgende vaardigheden aanleren in het voortgezet onderwijs via een (online) formatieve evaluatie-methode met (video-verrijkte) rubrieken

48. Predicting & resolving non-completion in higher (online) education

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