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1
International Bilingual Journal of Culture, Anthropology and Linguistics ...
Pal, Patitpaban. - : Open Science Framework, 2021
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2
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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3
From Clinical Practice to the Classroom. Advantages and Disadvantages of Video and Paper Cases on the Motivation and Clinical Reasoning of Occupational Therapy Students
In: International Journal of Environmental Research and Public Health ; Volume 18 ; Issue 18 (2021)
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4
El videoling: uso educativo del vídeo en la enseñanza de la gramática ; Videoling: video as an educational purpose in grammar teaching
Martí Climent, Alícia; García Vidal, Pilar. - : Universidad de Extremadura, 2021
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5
The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us
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6
Motivation Through Student-Made Video Projects: A Qualitative Case Study ...
Jung, Christina Dahee. - : Werklund School of Education, 2020
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7
Designing and using gamification elements to improve students’ user experience in a video-based mobile language learning app
Galle, Thor. - : KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020
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8
The effects of virtual exchanges on oral skills and motivation
Canals, Laia. - : University of Hawaii National Foreign Language Resource Center, 2020. : Center for Language & Technology, 2020. : (co-sponsored by Center for Open Educational Resources and Language Learning, University of Texas at Austin), 2020
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9
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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10
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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11
La Vieille dame se met au numérique : un exemple de classe inversée à l’université ...
Delorme Benites, Alice. - : Groupe d’Études et de Recherches pour le Français Langue Internationale (GERFLINT), 2019
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12
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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13
Impact of Lecture Video Acceleration in a Flipped Introductory Engineering Course
In: Industrial and Manufacturing Systems Engineering Publications (2018)
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14
How does the option of video assessment impact on student choice and grades?
Schofield, L.; Baker, Karen; Vo, Darcy. - : Unitec ePress, 2017
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15
How does the option of video assessment impact on student choice and grades?
Schofield, L.; Baker, Karen; Vo, Darcy. - : Unitec ePress, 2017
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16
Using Network-Text analysis to characterise learner engagement in active video watching
Hecking T; Dimitrova V; Mitrovic A. - : APSCE, 2017
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17
Task-based language teaching online: A guide for teachers
Baralt, Melissa; Morcillo Gómez, José. - : University of Hawaii National Foreign Language Resource Center, 2017. : Michigan State University Center for Language Education and Research, 2017
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18
Feeling alienated – teachers using immersive digital games in classrooms
Stieler-Hunt, Colleen; Jones, C M. - : Routledge, 2017
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19
A Review of Video Triggers and Video Production in Higher Education and Continuing Education PBL Settings
In: Interdisciplinary Journal of Problem-Based Learning (2016)
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20
The efficient classroom: how team-based learning and lecture video acceleration affect the learning efficiency and effectiveness of a first-year engineering course
In: Graduate Theses and Dissertations (2015)
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