Found: 8
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Applying the design thinking model to hands-on mechatronics STEM activities for senior high school students to improve the learning performance and learning behavior.
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- International Journal of Technology & Design Education, 2023, v. 33, n. 4, p. 1389, doi. 10.1007/s10798-022-09778-7
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- Article
The influence of collaborative learning games within different devices on student's learning performance and behaviours.
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- Australasian Journal of Educational Technology, 2014, v. 30, n. 6, p. 652
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- Article
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.
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- Educational Technology Research & Development, 2023, v. 71, n. 4, p. 1821, doi. 10.1007/s11423-023-10216-1
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- Article
Developing a hands‐on activity using virtual reality to help students learn by doing.
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- Journal of Computer Assisted Learning, 2020, v. 36, n. 1, p. 46, doi. 10.1111/jcal.12389
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- Article
Using 3D printing technology with experiential learning strategies to improve preengineering students' comprehension of abstract scientific concepts and hands‐on ability.
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- Journal of Computer Assisted Learning, 2019, v. 35, n. 2, p. 178, doi. 10.1111/jcal.12319
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- 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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- Article
The Influence of a Mathematics Problem-Solving Training System on First-Year Middle School Students.
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- Eurasia Journal of Mathematics, Science & Technology Education, 2018, v. 14, n. 1, p. 77, doi. 10.12973/ejmste/77902
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- Article
A five-stage Prediction-observation-explanation inquiry-based Learning Model to improve Students' Learning Performance in Science Courses.
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- Eurasia Journal of Mathematics, Science & Technology Education, 2017, v. 13, n. 7b, p. 3393, doi. 10.12973/eurasia.2017.00735a
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- Article