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Recently, technology has been increasingly integrated into higher education through gamified learning, which applies game design principles to educational content. The purpose of the present paper is to assess and depict the engagement of students in the field of economics and business in...
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The outbreak of COVID-19 has caused an unprecedented increase in the usage of e-Learning platforms. The closure of educational institutions globally has significantly impacted the traditional education system. Without physical interaction, engaging students in an e-Learning environment has...
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Es werden verschiedene Varianten betrachtet, objektorientierte Implementierungen für Binärbäume vorzunehmen. Dabei soll zum einen beleuchtet werden, wie Polymorphie benutzt werden kann, um Fallunterscheidungen zu vermeiden. Zum anderen soll untersucht werden, ob die Technik der Objektmutation...
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Complex products and services require both the sophisticated knowledge of individuals on the one hand and collective collaboration between various disciplines and teams on the other. Work-related individual and organizational learning processes in organizations appear to provide the foundations...
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In this paper we present a counterfactual evaluation of the effect of ICT resources at school on student achievements conducted in Italy. In 2009 156 classes at 6th grade were endowed with additional resources earmarked for purchasing ICT equipments only. By selecting an equivalent number of...
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This paper is divided into four main parts. In the first part of the study, we identified the most significant factors that affect the performance of groups in collaborative learning situations. The results showed that the extent of communication, interactions and involvement/participation...
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