The Impact of Vicarious and Enactive Learning from a Digital Game on Statistics Knowledge, Self-Efficacy, and Situational Interest.
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주제(키워드)
Mathematics education
, Pedagogy
, Educational technology
, Research
, Software
, Computer & video games
, Trends
, Dissertations & theses
, Data analysis
, Mechanics
, Feedback
, Distance learning
, Play
, Teachers
, COVID-19
, Motivation
, Art theft
, Knowledge
, Decision making
, College students
, Online instruction
, Design
, Reading
, Education
, Statistics education
, Learning by doing
, Learning by observing
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발행기관
The Pennsylvania State University
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발행년도
2020
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학위명
박사
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ISBN
9798535589275
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UCI
I804:11009-000000262890
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DOI
10.23186/korea.000000262890.11009.0001329
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제출원본
PQDT28767670
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