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Exploring relationships between students’ interaction and learning with a hap...
This is a narrated video clip demonstrating how PC analysis was performed in the present study. Thr study explored tertiary students’ interaction with a haptic virtual model... -
Effects of Gamification in an Academic History Course, 2010-2020 - Exam resul...
The material consists of exam results among 458 students who for the first time answered a certain written exam on the last of four modules in an academic first-cycle... -
Didaktisk processanalys (DPA)
The DPA-project aimed to identify main structures in the teaching process, and to study the relationships between process variables and product variables. The following types of... -
Vad vet grundskoleeleven om kartan 2013?
In 1968, Sonja Peterson conducted a study that included all students from grade 1 to grade 9 in Arvika, Sweden. That study was named: Vad vet grundskoleeleven om kartan? [What... -
Effects of Gamification in an Academic History Course, 2010-2020 - Exam resul...
The material consists of exam results among 458 students who for the first time answered a certain written exam on the last of four modules in an academic first-cycle... -
Didaktisk processanalys (DPA)
The DPA-project aimed to identify main structures in the teaching process, and to study the relationships between process variables and product variables. The following types of... -
Vad vet grundskoleeleven om kartan 2013?
In 1968, Sonja Peterson conducted a study that included all students from grade 1 to grade 9 in Arvika, Sweden. That study was named: Vad vet grundskoleeleven om kartan? [What... -
Didaktisk processanalys (DPA)
The DPA-project aimed to identify main structures in the teaching process, and to study the relationships between process variables and product variables. The following types of... -
Vad vet grundskoleeleven om kartan 2013?
In 1968, Sonja Peterson conducted a study that included all students from grade 1 to grade 9 in Arvika, Sweden. That study was named: Vad vet grundskoleeleven om kartan? [What... -
Effects of Gamification in an Academic History Course, 2010-2020
The material consists of exam results among 458 students who for the first time answered a certain written exam on the last of four modules in an academic first-cycle...