Digital content industry, encompassing areas such as digital games, computer animation, digital audio-visual applications, and digital art, plays a pivotal role in today's and future developmental trends. Maya 3D ...
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The long-term lack of structural resources in game studies has been a constant obstacle preventing researchers from academicizing video game community knowledge and gamer competence (Lin, 2011). The difficulty lies in...
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To better manage human resources (HR), companies are increasingly incorporating artificial intelligence (AI) and other AI-based tools into their HR management (HRM) strategies, at a universal scale. Companies on a glo...
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One of the major purposes of this study is to investigate the potential impact of gender and information and computer technology (ICT) resources on students’ computational thinking (CT) competencies. To this end, the...
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Badminton is a very popular subject in Physical education (Pe). Many students enroll badminton courses in every semester which pose a tremendous teaching load to the instructors. The one-on-one guiding/feedback time p...
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This study focused on the social context dimension to elucidate how students of different disciplinary backgrounds—Department of Childcare and Department of Design—share their learning and knowledge in a cooperative...
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In-service teachers’ professional development regarding technology adoption in education is often focused on only one specific technology. To maximize the utilization of technologies, teachers need to be able to leve...
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Developing students’ scientific literacy is the most important educational goal and challenge of the 21st century. Many studies have confirmed that flipped learning has significantly impacted learningscience. Resear...
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Digital games have been used in various disciplines to enhance students’ learning interest and effectiveness through the gaming contexts. However, most of the digital educational games use multiple-choice questions t...
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Research on the use of augmented reality technology in museums is mostly limited to scientific knowledge. The use of wearable devicetechnologylearning materials to benefit students in the process of english learning...
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