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Challenges in the online component of blended learning: A systematic review
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Artigo
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Challenges in the online component of blended learning: A systematic review

Rasheed, Rasheed Abubakar ; Kamsin, Amirrudin ; Abdullah, Nor Aniza

Computers and education, 2020-01, Vol.144, p.103701, Article 103701 [Periódico revisado por pares]

Elsevier Ltd

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The flipped classroom: A review of its advantages and challenges
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Artigo
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The flipped classroom: A review of its advantages and challenges

Akçayır, Gökçe ; Akçayır, Murat

Computers and education, 2018-11, Vol.126, p.334-345 [Periódico revisado por pares]

Elsevier Ltd

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3
Facilitating student engagement through the flipped learning approach in K-12: A systematic review
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Facilitating student engagement through the flipped learning approach in K-12: A systematic review

Bond, Melissa

Computers and education, 2020-07, Vol.151, p.103819, Article 103819 [Periódico revisado por pares]

Elsevier Ltd

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4
Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz
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Artigo
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Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz

Orhan Göksün, Derya ; Gürsoy, Gülden

Computers and education, 2019-07, Vol.135, p.15-29 [Periódico revisado por pares]

Elsevier Ltd

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5
A new way of teaching programming skills to K-12 students: Code.org
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Artigo
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A new way of teaching programming skills to K-12 students: Code.org

Kalelioğlu, Filiz

Computers in human behavior, 2015-11, Vol.52, p.200-210 [Periódico revisado por pares]

Elsevier Ltd

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6
Student enrollment, motivation and learning performance in a blended learning environment: The mediating effects of social, teaching, and cognitive presence
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Artigo
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Student enrollment, motivation and learning performance in a blended learning environment: The mediating effects of social, teaching, and cognitive presence

Law, Kris M.Y. ; Geng, Shuang ; Li, Tongmao

Computers and education, 2019-07, Vol.136, p.1-12 [Periódico revisado por pares]

Elsevier Ltd

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7
Coding as a playground: Promoting positive learning experiences in childhood classrooms
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Coding as a playground: Promoting positive learning experiences in childhood classrooms

Bers, Marina U. ; González-González, Carina ; Armas–Torres, Mª Belén

Computers and education, 2019-09, Vol.138, p.130-145 [Periódico revisado por pares]

Elsevier Ltd

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8
A case study of immersive virtual field trips in an elementary classroom: Students’ learning experience and teacher-student interaction behaviors
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Artigo
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A case study of immersive virtual field trips in an elementary classroom: Students’ learning experience and teacher-student interaction behaviors

Cheng, Kun-Hung ; Tsai, Chin-Chung

Computers and education, 2019-10, Vol.140, p.103600, Article 103600 [Periódico revisado por pares]

Elsevier Ltd

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9
Integrating augmented reality into problem based learning: The effects on learning achievement and attitude in physics education
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Integrating augmented reality into problem based learning: The effects on learning achievement and attitude in physics education

Fidan, Mustafa ; Tuncel, Meric

Computers and education, 2019-12, Vol.142, p.103635, Article 103635 [Periódico revisado por pares]

Elsevier Ltd

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10
Visual programming languages integrated across the curriculum in elementary school: A two year case study using “Scratch” in five schools
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Visual programming languages integrated across the curriculum in elementary school: A two year case study using “Scratch” in five schools

Sáez-López, José-Manuel ; Román-González, Marcos ; Vázquez-Cano, Esteban

Computers and education, 2016-06, Vol.97, p.129-141 [Periódico revisado por pares]

Elsevier Ltd

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