Identification and evaluation of technology trends in K-12 education from 2011 to 2021. [PDF]
Dubé AK, Wen R.
europepmc +1 more source
Enhancing EFL vocabulary and psychological well-being in Chinese undergraduates through adaptive digital games with mind mapping and Runge-Kutta modeling. [PDF]
Cai Z.
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A virtual reality game for older adults' immersive learning. [PDF]
Cheng L, Pang WYJ, Kong A.
europepmc +1 more source
Penelitian ini bertujuan untuk mengetahui pengaruh pendekatan bermain berbasis DigitalGame Based Learning (DGBL) terhadap Peningkatan Kerjasama dan Keterampilan BermainSepakbola Siswa. Metode penelitian yang digunakan dalam penelitian ini adalah metodeeksperimen dengan menggunakan desain Randomize Pretest-Posttest Control GroupDesign.
Wisaksono, Hendro, Berliana, Berliana
openaire +1 more source
Women faculty achieve promotion to full professor equivalent to men faculty in a subset of US academic pathology departments. [PDF]
Leonard DGB +4 more
europepmc +1 more source
Primary Care Implementation of Genomic Population Health Screening Using a Large Gene Sequencing Panel. [PDF]
Wildin RS +4 more
europepmc +1 more source
The accuracy-bias trade-offs in AI text detection tools and their impact on fairness in scholarly publication. [PDF]
Pratama AR.
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A synthesis of systematic review research on emerging learning environments and technologies. [PDF]
Martin F, Dennen VP, Bonk CJ.
europepmc +1 more source
A Digital Math Game and Multiple-Try Use with Primary Students: A Sex Analysis on Motivation and Learning. [PDF]
Cubillos C +3 more
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