Results 21 to 30 of about 37,573 (262)
In the modern age, digital games are widely used as informal media for Science, Technology, Engineering, and Mathematics (STEM) education and medical therapy for game-based learning.
Ishak, Shahrul Affendi +2 more
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The purpose of this study is to examine how pre-service teachers’ training influences the integration of digital games into teaching. In a quantitative and qualitative study, pre-service teachers’ perceptions of their techno-pedagogical knowledge were ...
Liat Eyal, Eyal Rabin, Tamar Meirovitz
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The current study focuses on the key roles that affect the success of a flipped classroom. The research was conducted with a questionnaire survey created from a study of literature review.
Yung-hsun Cheng, Chia-wen Weng
doaj +1 more source
LightCross: A Lightweight Smart Contract Vulnerability Detection Tool
Blockchain and smart contracts have transformed industries by automating complex processes and transactions. However, this innovation has introduced significant security concerns, potentially leading to loss of financial assets and data integrity.
Ioannis Sfyrakis +3 more
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Enhancing classroom management through parental involvement by using social networking apps
The purpose of this study is to explore the classroom management effectiveness enhancement by using social networking apps through electronic devices such as smartphones, tablet computers, and personal computers, as well as the role of parental ...
Yung-hsun Cheng, Yu-chi Chen
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Un essai de typologie à l’appui de l’utilisation des jeux par les aînés
The use of digital or non-digital games as a communication medium was examined among 317 Quebec seniors over the age of 55. In order to better understand the habits of digital or non-digital games, the creation of a typology was essential to classify the
Louise Sauvé +3 more
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GameVibe: a multimodal affective game corpus
As online video and streaming platforms continue to grow, affective computing research has undergone a shift towards more complex studies involving multiple modalities.
Matthew Barthet +5 more
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Using Digital Games to Learn Mathematics – What students think?
The aim of this study was to explore how university foundation students perceive the use of digital games in learning mathematics. Data was collected using an online questionnaire and 209 foundation university students participated in this study.
Su Ting Yong, Ian Harrison, Peter Gates
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We show that the majority of the 18 analyzed recurrent cancer‐associated ERBB4 mutations are transforming. The most potent mutations are activating, co‐operate with other ERBB receptors, and are sensitive to pan‐ERBB inhibitors. Activating ERBB4 mutations also promote therapy resistance in EGFR‐mutant lung cancer.
Veera K. Ojala +15 more
wiley +1 more source
What We Owe the Dead: Designing Fiction as Philosophical Output
In this Story, Stefano Gualeni reflects on the cultural and heuristic implications of formulating and communicating philosophical thinking through alternative forms of writing that depart from the academic writing canon. He does so by presenting his
Stefano Gualeni
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