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Book Chapter
Allison LaFalce Acevedo (2021). Emerging Realities and the Future of Technology in the Classroom 17 pages.
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Book Chapter
Andreas Breiter, Castulus Kolo (2011). Gaming and Simulations: Concepts, Methodologies, Tools and Applications 14 pages.
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Book Chapter
Andreas Breiter, Castulus Kolo (2009). Handbook of Research on Effective Electronic Gaming in Education 15 pages.
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Book Chapter
Yuchan Gao (2016). Handbook of Research on Human Social Interaction in the Age of Mobile Devices 23 pages.
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Book Chapter
Fengfeng Ke (2011). Gaming and Simulations: Concepts, Methodologies, Tools and Applications 47 pages.
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Book Chapter
Lesley S. J. Farmer (2011). Encyclopedia of Information Communication Technologies and Adult Education Integration 20 pages.
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Book Chapter
Fengfeng Ke (2009). Handbook of Research on Effective Electronic Gaming in Education 32 pages.
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Book Chapter
Lesley S. J. Farmer (2011). Gaming and Simulations: Concepts, Methodologies, Tools and Applications 20 pages.
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Book Chapter
Kevin Daniel Kupietz (2021). Simulation and Game-Based Learning in Emergency and Disaster Management 22 pages.
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Book Chapter
George Beckwith (2016). Increasing Productivity and Efficiency in Online Teaching 17 pages.
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Journal Article
Sunha Kim, Mido Chang, Namok Choi, Jeehyun Park, Heejung Kim (2016). International Journal of Cyber Behavior, Psychology and Learning 17 pages.
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Book Chapter
Sunha Kim, Mido Chang, Namok Choi, Jeehyun Park, Heejung Kim (2018). K-12 STEM Education: Breakthroughs in Research and Practice 19 pages.
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Book Chapter
(2019). Digital Games for Minority Student Engagement: Emerging Research and Opportunities 15 pages.
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Book Chapter
Christopher L. James, Vivan H. Wright (2009). Handbook of Research on Effective Electronic Gaming in Education 20 pages.
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Book Chapter
Christopher L. James, Vivan H. Wright (2011). Instructional Design: Concepts, Methodologies, Tools and Applications 19 pages.
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Book Chapter
Zhuo Li, Feng Liu, Jeff Boyer (2009). Handbook of Research on E-Learning Methodologies for Language Acquisition 19 pages.
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Book Chapter
Zhuo Li, Feng Liu, Jeff Boyer (2011). Gaming and Simulations: Concepts, Methodologies, Tools and Applications 18 pages.
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Book Chapter
Erdem Demiroz (2016). Handbook of Research on Gaming Trends in P-12 Education 27 pages.
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Book Chapter
Erdem Demiroz (2019). Early Childhood Development: Concepts, Methodologies, Tools, and Applications 28 pages.
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Book Chapter
Douglas J. Hacker (2017). Handbook of Research on Serious Games for Educational Applications 22 pages.
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Book Chapter
Norman Pendegraft (2008). Online and Distance Learning: Concepts, Methodologies, Tools, and Applications 6 pages.
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Book Chapter
George P. Pavlidis, Stella Markantonatou (2018). Handbook of Research on Educational Design and Cloud Computing in Modern Classroom Settings 21 pages.
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Book Chapter
Laurie N. Taylor (2009). Handbook of Research on Effective Electronic Gaming in Education 11 pages.
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Book Chapter
Padmalaya Nayak, Shelendra Kumar Sharma (2017). Emerging Technologies and Applications for Cloud-Based Gaming 23 pages.
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Book Chapter
Jonathan B. Beedle, Vivian H. Wright (2007). Games and Simulations in Online Learning: Research and Development Frameworks 25 pages.
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