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A study on the effects of using gamification with the 6E model on high school students' computer programming self-efficacy, IoT knowledge, hands-on skills, and behavioral patterns.
- Published in:
- Educational Technology Research & Development, 2023, v. 71, n. 4, p. 1821, doi. 10.1007/s11423-023-10216-1
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- Publication type:
- Article
An Assessment of Junior High School Students' Knowledge, Creativity, and Hands-On Performance Using PBL via Cognitive–Affective Interaction Model to Achieve STEAM.
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- Sustainability (2071-1050), 2022, v. 14, n. 9, p. 5582, doi. 10.3390/su14095582
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- Publication type:
- Article
A Study on the Effects of Using the 6E Model and a Robot Teaching Assistant on Junior High School Students' STEM Knowledge, Learning Motivation, and Hands-on Performance.
- Published in:
- Journal of Science Education & Technology, 2024, v. 33, n. 5, p. 759, doi. 10.1007/s10956-024-10119-7
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- Publication type:
- Article