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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. Didactic Sequence for the Introduction of Infrared Absorption Spectrophotometry at the High School Level

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

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

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

9. Relationships between Executive Functions and Computational Thinking

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

11. Break out of Your Routine with Escape Rooms

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

13. Insights into Cognitive Processes Operating during Classroom Learning

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

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

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

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

18. Puzzle Identification in Action Research in Initial Teacher Education

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

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

21. Task-Based Instruction with the Digital Game 'Keep Talking and Nobody Explodes' in Low-Proficiency Russian Language Classrooms: Game Affordances, Speaking Outcomes, and Learner Attitudes

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

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

24. 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

25. ePUZSOLVED: Learning Communication Models through Interactive Online Puzzles

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

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

28. Adapt It! Create Your Own Skyscraper Puzzles

29. Exploring Characteristics of Play in the Puzzle and Mathematical Problem Solving of Undergraduates

30. Promoting Creative Insubordination Using Escape Games in Mathematics

31. Escape the Math Room

32. Digital Escape Rooms for World Languages

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

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

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

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

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

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

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

40. Crossword Puzzles and Knowledge Retention

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

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

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

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

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

46. Composing Tangram Puzzles to Support Shape Transformation

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

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

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

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

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