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Using Pop-Culture to Engage Students in the Classroom
In: ISSN: 0021-9584 ; Journal of Chemical Education ; https://hal.archives-ouvertes.fr/hal-03125040 ; Journal of Chemical Education, American Chemical Society, Division of Chemical Education, In press, ⟨10.1021/acs.jchemed.0c00233⟩ (2021)
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Intelligent gamification for individualized dyslexia remediation and in-home therapy ; Gamification intelligente pour une remédiation à domicile et individualisée de la dyslexie
Jamshidifarsani, Hossein. - : HAL CCSD, 2021
In: https://tel.archives-ouvertes.fr/tel-03585122 ; Psychology. Université Paris-Saclay, 2021. English. ⟨NNT : 2021UPASW002⟩ (2021)
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Defining the gaming profile of students of English for Legal Purposes
In: Sustainable Multilingualism ; https://hal.archives-ouvertes.fr/hal-03251167 ; Sustainable Multilingualism, Institute of Foreign Languages of Vytautas Magnus University; Language Teachers' Association of Lithuania, Jun 2021, Kaunas, Lithuania ; https://sites.google.com/view/sm2021/home (2021)
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4
Systematic Literature Review on Digital Learning Games ...
Katz, Heidi. - : Open Science Framework, 2021
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5
The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us
In: Multimodal Technologies and Interaction; Volume 5; Issue 12; Pages: 80 (2021)
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6
The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us
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7
Proposing Game Concepts and Design Recommendations for Minority Language Learning: Karelian Language ...
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Proposing Game Concepts and Design Recommendations for Minority Language Learning: Karelian Language ...
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9
Giving Teachers a Voice: A Study of Actual Game Use in the Classroom
In: Information ; Volume 11 ; Issue 1 (2020)
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10
Design, Development, and Evaluation of Research Tools for Evidence-Based Learning: A Digital Game-Based Spelling Training for German Primary School Children ...
Holz, Heiko. - : Universität Tübingen, 2020
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11
Design, Development, and Evaluation of Research Tools for Evidence-Based Learning: A Digital Game-Based Spelling Training for German Primary School Children
Holz, Heiko. - : Universität Tübingen, 2020
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12
Using Serious Games for Learning British Sign Language Combining Video, Enhanced Interactivity, and VR Technology
Ferguson, J.; Gonzalez Russi, M.; Doumanis, I.. - : Graz University of Technology, Institut für Informationssysteme und Computer Medien, 2020
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13
Using serious games for learning sign language combining video, enhanced interactivity and VR technology
Economou, D.; Doumanis, I.; Bouki, V.. - : Graz University of Technology, Institut für Informationssysteme und Computer Medien, 2020
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14
Adult Learning Sign Language by combining video, interactivity and play in a 3D game platform
Economou, D.; Gonzalez Russi, M.; Doumanis, I.. - : Graz University Press, 2019
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15
Feeling alienated – teachers using immersive digital games in classrooms
Stieler-Hunt, Colleen; Jones, C M. - : Routledge, 2017
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16
Sobre el enfoque lúdico en los procesos de enseñanza y aprendizaje de segundas lenguas
In: Revista Nebrija de Linguistica Aplicada a la Enseñanza de Lenguas, Vol 10, Iss 20 (2016) (2016)
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17
Using Game-Based Learning to Foster Critical Thinking in Student Discourse
In: Interdisciplinary Journal of Problem-Based Learning (2015)
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18
Educators who believe: understanding the enthusiasm of teachers who use digital games in the classroom
Stieler-Hunt, Colleen; Jones, C M. - : Co-Action Publishing, 2015
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19
Gamifying French Language Learning: a case study examining a quest-based, augmented reality mobile learning-tool
Perry, Bernadette. - : Procedia – Social and Behavioral Sciences, 2015
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20
Affect and willingness to communicate in digital game-based learning
Reinders, Hayo; Wattana, Sorada. - : Cambridge Journals Online (Cambridge University Press), 2014
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