共 50 条
- [41] DIGITAL GAMES AND ATTENTION: A STUDY WITH BASIC EDUCATION STUDENTS [J]. ECCOS-REVISTA CIENTIFICA, 2022, (62):
- [42] INTEGRATED MEASURES TO INCREASE ACCESS TO HIGHER EDUCATION AMONG HIGH SCHOOL STUDENTS [J]. ERD 2017 - EDUCATION, REFLECTION, DEVELOPMENT, FIFTH EDITION, 2018, 41 : 286 - 294
- [44] Evaluation of socio-emotional competencies of high school and higher education students [J]. INNOVACION EDUCATIVA-MEXICO, 2024, 24 (94):
- [45] Students' Perception of Using ePortfolios for Learning in Higher Education [J]. NEW MEDIA, KNOWLEDGE PRACTICES AND MULTILITERACIES, 2015, : 225 - 233
- [47] INTERNSHIPS IN BUSINESS HIGHER EDUCATION: STUDENTS' PERCEPTION AND VALUATION [J]. 13TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE (INTED2019), 2019, : 7143 - 7151
- [48] SCHOOL EDUCATION AND DIGITAL COMPETENCE OF STUDENTS AND TEACHERS [J]. EDUWEB-REVISTA DE TECNOLOGIA DE INFORMACION Y COMUNICACION EN EDUCACION, 2016, 10 (01): : 41 - 53
- [49] DIGITAL LEARNING IN AN OPEN EDUCATION PLATFORM FOR HIGHER EDUCATION STUDENTS [J]. EDULEARN18: 10TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2018, : 11194 - 11198
- [50] Innovating in Nutrition Education: Application of Gamification and Digital Resources in High School Students [J]. RETOS-NUEVAS TENDENCIAS EN EDUCACION FISICA DEPORTE Y RECREACION, 2022, (43): : 438 - 446