Twitter as a teaching practice to enhance active and informal learning in higher education: The case of sustainable tweets 2020-06-04 Author: Kassens-Noor, E. | Source: Active Learning in Higher Education | Year: 2012
Two steps forward, one step back 2020-06-04 Author: Nathaniel Lasry, Jonathan Guillemette and Mazur, E. | Source: Natual Physics | Year: 2014
Using online lectures to make time for active learning 2020-06-04 Author: Prunuske, A. J., Batzli, J., Howell, E. and Miller, S. | Source: Genetics | Year: 2012
Using online video to support student learning and engagement 2020-06-04 Author: Sherer, P. and Shea, T. | Source: College Teaching | Year: 2011
Validity of student ratings of instruction: What we know and what we do not 2020-06-04 Author: Abrami, P. C., Silvia d’Apollonia and Cohen, P. A. | Source: Journal of Educational Psychology | Year: 1990
Gamification effects on motivation and learning: Application to primary and college students. 2020-06-04 Author: Papp, T. A. | Source: International Journal for Cross-Disciplinary Subjects in Education (IJCDSE) | Year: 2017
Gamified learning in higher education: A systematic review of the literature. 2020-06-04 Author: Subhash, S. and Cudney, E. A. | Source: Computers in Human Behavior | Year: 2018
Gamification in the wild: Faculty perspectives on gamifying learning in higher education. 2020-06-04 Author: Hung, A., Zarco, E., Yang, M., Dembicki, D. and Kase, M. | Source: Issues and Trends in Educational Technology | Year: 2017
Persuasive games: The expressive power of videogames. 2020-06-04 Author: Wright, W. and Bogost, I. | Source: Mit Press | Year: 2007
Digital game-based learning: It’s not just the digital natives who are restless. 2020-06-04 Author: Van Eck, R. | Source: Educase Review | Year: 2006