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Issue Date
Title
Author(s)
Type
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7-Feb-2022
The gamification to improve learners' learning in higher education
Lawrance, Paul Joseph
;
Moreira, António
;
Santos, Carlos
article
21-Jul-2021
The interactive assessments using gamification tools (kahoot! & socrative): gamification in middle and secondary education
Lawrance, Paul Joseph
;
Moreira, António
;
Santos, Carlos
article
21-Jul-2021
A case study of applying gamification tools in business mathematics for higher education students: gamification tools
Lawrance, Paul Joseph
;
Moreira, António
;
Santos, Carlos
article
2022
Fostering co-UXers in later age: co-designing a UX toolkit for the senior online community miOne
Machado, Sónia
;
Costa, Liliana Vale
;
Mealha, Óscar
;
Veloso, Ana
;
Santos, Carlos
bookPart
2021
Assessing teachers and peer teacher students’ perceptions of their motivations and participation impact in peer learning projects: the role of content analysis supported by WebQDA
Carvalho, Ana Raquel
;
Santos, Carlos
bookPart
2020
The impact of a digitally enhanced peer learning program on peer teacher students’ academic performance: a study developed under Educational Design Research
Carvalho, Ana Raquel
;
Santos, Carlos
conferenceObject
2020
Teachers and peer teacher students’ perceptions on ICT tools usage in peer learning projects: findings from a multiple case study
Carvalho, Ana Raquel
;
Santos, Carlos
conferenceObject
May-2021
The transformative role of peer learning projects in 21st century schools: achievements from five Portuguese educational institutions
Carvalho, Ana Raquel
;
Santos, Carlos
article
2010
Visualisation of web based e-learning activity
Oliveira, Ana Patrícia
;
Mealha, Óscar
;
Santos, Carlos
bookPart
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Moreira, António
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Mealha, Óscar
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Costa, Liliana Vale
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Machado, Sónia
1
Oliveira, Ana Patrícia
1
Veloso, Ana
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Gamification tools
2
Higher education
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Date issued
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2020 - 2022
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2010 - 2019