Search results for author:"Jacobijn Sandberg"
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Instructional Science: An International Journal of the Learning Sciences Vol. 25, No. 1 (1997) pp. 15–36
Explanations for poor learning include inadequate subject matter, students, and approach, but this article argues that the information processing needed for deep learning is hampered when students can not spontaneously engage in cognitive activities ...
Interactive Technology and Smart Education Vol. 4, No. 3 (2007) pp. 147–160
Purpose: The purpose of the paper is to provide insight in the critical factors involved in creating an optimum in developing technology for educational innovation, for each stakeholder, in any relevant context and at any time. Design/methodology...
World Conference on Educational Media and Technology 2000 (2000) pp. 1325–1326
The Lilienthal project is a collaboration of 5 European flight schools (Lufthansa, KLM, EPAG, IAJM and HORIZON), and the universities of Berlin, Stuttgart and Amsterdam. Within this project a Distance Learning Platform (DLP) for pilot training is...
The added value of a gaming context and intelligent adaptation for a mobile learning application for vocabulary learning
Computers & Education Vol. 76, No. 1 (July 2014) pp. 119–130
Two groups participated in a study on the added value of a gaming context and intelligent adaptation for a mobile learning application. The control group worked at home for a fortnight with the original Mobile English Learning application (MEL...
Computers & Education Vol. 57, No. 1 (August 2011) pp. 1334–1347
Three groups participated in a study on the added value of mobile technology for learning English as a second language for primary school students. The first group had classroom lessons in English about zoo animals and their characteristics. The...
EdMedia: World Conference on Educational Media and Technology 2001 (2001) pp. 467–468
This paper describes the CREDIT-system, an Internet-system that helps people with the assessment and accreditation of prior knowledge (APL). Users can have their knowledge assessed through the Internet, with the help of an advisor. For a full...
MEASURING METACOGNITIVE SKILLS IN A COLLABORATIVE GAMING-SIMULATION LEARNING ENVIRONMENT FOR THE DOMAIN OF KNOWLEDGE MANAGEMENT.
EdMedia: World Conference on Educational Media and Technology 2003 (2003) pp. 2313–2316
Interactive learning environments developed around principles of discovery learning ask for the application of higher order skills because of the 'free' nature of the environment. The application of these metacognitive skills is positively related...
Topics: Learning Outcomes