This book constitutes the refereed proceedings of the 9th European Conference on Technology Enhan...
Technological advancements have revolutionised the field of learning in the past twenty years and...
This book examines the implications of computer-generated learning for curriculum design, epistem...
Rethinking Learning for a Digital Age addresses the complex and diverse experiences of learners i...
The popularity of entertainment gaming over the last decades has led to the use of games for non-...
Personalizing Learning in the 21st Century brings together contributions from a wide range of edu...
O ensino do atletismo nas escolas brasileiras ainda luta contra os mesmos problemas de décadas at...
This book examines the implications of computer-generated learning for curriculum design, epistem...
Digital games continue to enable innovative learning in the classroom, however, its implementatio...
Rethinking Learning for a Digital Age addresses the complex and diverse experiences of learners i...
Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the co...