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The purpose of this study is to determine whether science, technology, and society modules (STS modules) enhances student attitudes towards science and their achievement. The study involved 8 teachers and 315 students in 8 grade nine classes in Palestine. This study adopted a quasi-experimental...
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Information and communication technologies, such as laptops, can be used for educational purposes as they provide users with computational tools, information storage and communication opportunities, but these devices may also pose as distractors that may tamper with the learning process. This...
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Part 1. Various Applications of S&G -- Chapter 1. Introducing Arrival City Game for Neighborhood Diversity -- Chapter 2. Designing a Human Computation Game for Enhancing Early-Phase Movie Box Office Prediction -- Chapter 3. Hallucifear: Educational Game about Drug Addiction -- Chapter 4. A...
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Technology is a key driver of educational innovation, and a variety of programmes focusing on investment in infrastructure, equipment, in-service training and digital learning resources have been established to promote its usage in primary and secondary schools. So far, little comparative...
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