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Smart Learning Ecosystems as Engines of the Green and Digital Transition : Proceedings of the 8th Conference on Smart Learning Ecosystems and Regional Development
Implementation of Minecraft in Education to Introduce Sustainable Development Goals: Approaching Renewable Energy Through Game-Based Learning
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Author(s):
Tamás Kersánszki
,
Zoltán Márton
,
Kristóf Fenyvesi
,
Zsolt Lavicza
,
Ildikó Holik
Publication date
(Online):
September 27 2023
Publisher:
Springer Nature Singapore
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Flow—The Psychology of Optimal Experience
M. Csíkszentmihályi
,
M. CSIKSZENTMIHALYI
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Csikszentmihalyi
…
(2008)
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Studying Triggers for Interest and Engagement Using Observational Methods
Jessica E. Bachrach
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K. Ann Renninger
(2015)
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The Internet of Toys: A Posthuman and Multimodal Analysis of Connected Play
Jackie Marsh
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J. B. MARSH
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JA Marsh
(2017)
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Contributors
Tamás Kersánszki:
(View ORCID Profile)
Zoltán Márton:
(View ORCID Profile)
Kristóf Fenyvesi:
(View ORCID Profile)
Zsolt Lavicza:
(View ORCID Profile)
Ildikó Holik:
(View ORCID Profile)
Book Chapter
Publication date (Print):
2023
Publication date (Online):
September 27 2023
Pages
: 219-232
DOI:
10.1007/978-981-99-5540-4_13
SO-VID:
5367cf21-5441-46ac-ac02-e7097a7bf1cc
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Book chapters
pp. 3
Academic Staff Perceptions and Attitudes Towards Learning Analytics
pp. 21
Enhancing Load Evaluation in Intelligent Tutoring Systems Through Velocity-Based Training
pp. 39
Intelligent Tutoring System and Learning: Complexity and Resilience
pp. 53
How Cities Can Learn: Key Concepts, Role of ICT and Research Gaps
pp. 75
Smart Cities and Smart Regions Roadmap
pp. 103
Telepresence—Social Justice for the Online “Other”? Understanding Inclusive Hybrid Learning Environment in Higher Education
pp. 117
HoloLearn: Towards a Hologram Mediated Hybrid Education
pp. 133
Using Telepresence Robots for Remote Participation in Technical Subjects in Higher Education
pp. 151
The Transformation of Art Teaching Process: A Qualitative Study of Digitally Mediated Teaching
pp. 167
The Digital Turn in Social Work Education and Practice
pp. 185
Sustainable Digital Transition with Students’ Experience and Smartphones at the D. Maria II School Cluster
pp. 201
A Case Study of Participatory Video as Teaching Digital Storytelling Against Climate-Driven Inequalities
pp. 219
Implementation of Minecraft in Education to Introduce Sustainable Development Goals: Approaching Renewable Energy Through Game-Based Learning
pp. 233
A Systematic Mapping Review of Research Concerning the Use of Games in Teacher Training
pp. 247
Unplugging Math: Integrating Computational Thinking into Mathematics Education Through Poly-Universe
pp. 265
Design of an Adaptive Hybrid Gamification Teaching Method and Its Practice in Computer Science and Animation Teaching
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