共 50 条
- [41] EDUCATIONAL VIDEO E-PROJECTS FOR MANAGING VOCATIONAL EDUCATION STUDENTS' SELF-STUDY [J]. 4TH INTERNATIONAL FORUM ON TEACHER EDUCATION (IFTE 2018), 2018, 45 : 21 - 26
- [43] Professional Entrepreneurial Competencies and Creativity Skills Formation Under the Influence of Educational Practices of Start-Up Projects Development [J]. JOURNAL OF TECHNICAL EDUCATION AND TRAINING, 2021, 13 (04): : 42 - 55
- [44] A Cross-Curricular Approach to Fostering Innovation such as Virtual Reality Development through Student-Led Projects [J]. 2016 IEEE FRONTIERS IN EDUCATION CONFERENCE (FIE), 2016,
- [46] Fostering Creativity through Innovation Engagement in Science and Technology Education: Case Study of Universiti Teknologi MARA Students [J]. XVI INTERNATIONAL ORGANISATION FOR SCIENCE AND TECHNOLOGY EDUCATION SYMPOSIUM (IOSTE BORNEO 2014), 2015, 167 : 256 - 260
- [47] Fostering Diversity and Educational Learning among Minority Engineering Students through Group-Study: A Case Study [J]. 2013 ASEE ANNUAL CONFERENCE, 2013,
- [48] An Integrated Approach to Project Management through Classic CS III and Video Game Development [J]. SIGCSE 2007: PROCEEDINGS OF THE THIRTY-EIGHTH SIGCSE TECHNICAL SYMPOSIUM ON COMPUTER SCIENCE EDUCATION, 2007, : 322 - 326
- [49] Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study [J]. IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, 2017, 10 (02): : 236 - 246
- [50] Understanding Task Interruptions in Service Oriented Software Development Projects: An Exploratory Study [J]. 2017 IEEE/ACM 4TH INTERNATIONAL WORKSHOP ON SOFTWARE ENGINEERING RESEARCH AND INDUSTRIAL PRACTICE (SER&IP 2017), 2017, : 34 - 40