Topic: Exemplary Projects
Attendees
Sessions
-
Mobile Probability and Statistics Courseware
-
Experiencing mobile learning of senior high school: From the perspective of college teacher
-
3D Printing & The Design Process: A Pilot Project Between University Student Teachers and Grade Four Students
-
Tablets for a Redefinition of Learning? An Analysis of Video Observations to Determine the Integration of Tablets in the Classroom.
-
NatureWatch 2.0: Reconnecting Canadians with Nature in a Digital Age
-
SAITE Store: a tool to improve elderly health
-
Future Teachers’ Computational Thinking and Science Conceptual Changes using Scratch Programming
-
Hurray for Video! Creating Teacher Presence in Blended Learning
-
Gamifying a Course to Teach Games and Simulations for Learning: A Design Case
-
Eye-Tracking: A Cost-Effective Workstation for Usability Studies
-
Self Learning Strategies, Law School at UNAM
-
Curriculum mapping: An automated solution
-
A Multimedia Enriched Problem-Based Learning Environment: Our Research and Development Experiences
-
Designing and Implementing a Blended Professional Development Project - Lessons Learned
-
Whose Life is it Any Way? Or How One Professor Used an Overall Constructivist Approach and Strategies in a Senior Year Capstone Culminating Research Course
-
Service Learning: Preservice Teachers Create E-Books for Inner-City Young Children
-
What Information Communication Technology (ICT) had been used in preschool education during the recent decade?
-
Asynchronous Threaded Discussions and Intercultural Learning: Student Sojourner Perspectives
-
Integrating Google Earth in Higher Education-Bringing Global Awareness into Project Based Classrooms
-
Bilingual Digital Publication for Language Majors: An Exploratory Practicum
-
Moving beyond the hype: The formulation and implementation of a context-specific, integrated and sustainable strategy for the integration of ICTs in teaching and learning
-
It Just Clicked! Designing and Producing Interactive Modules in a Flipped Calculus Course
-
Learning technologies at the service of the Case Study Methodology in the 21st century classroom.
-
Redesign of traditional lecture courses in the basic sciences into case-based, interactive online modules.
-
Forth to the Past: Digitizing Literature Classes
-
Educational Design Research: methodological blind spots, challenges, and alternative sources for inspiration
-
Games that work - Increasing student engagement and learning in the classroom through gamification and games
-
Phonelabs: A Mobile Phone Based STEM Lab To Support Active Learning in Physics And Mathematics
-
Toward Student Engagement and Recognition: Developing a Digital Badge Roadmap
-
Educational Design Research: methodological blind spots, challenges, and alternative sources for inspiration