Veiðiferð 2018: UT í menntun og skólaþróun: Hvað er nýjasta nýtt í tímaritum á þessu sviði?

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Veiðiferð 2018: UT í menntun og skólaþróun: Hvað er nýjasta nýtt í tímaritum á þessu sviði? por Mind Map: Veiðiferð 2018: UT í menntun og skólaþróun: Hvað er nýjasta nýtt í tímaritum á þessu sviði?

1. Veiðilendur

1.1. RANNUM, erlend tímarit og íslensk skrif

1.1.1. Tímarit

1.1.1.1. Springer

1.1.1.2. Tandfline

1.1.1.2.1. Computer Assisted Language Learning (CALL)

1.1.1.3. ScienceDirect

1.1.1.4. Proquest

1.1.1.4.1. ETRD

1.1.1.5. Sjálfstæð

1.1.1.5.1. Australian Journal of Educational Technology

1.1.1.5.2. CALICO Journal

1.1.1.5.3. Datorn in utbuldingin

1.1.1.5.4. Nordic Journal of Digital Literacy

1.1.1.5.5. Distance Education

1.1.1.6. Ebscohost

1.1.1.6.1. British Journal of Educational Technology

1.2. Leitir.is

1.3. Sólveig

1.3.1. Computers in Human Behaviour

1.3.1.1. Foreldra og neteinelti

2. A1

2.1. Computers & Education

2.1.1. Áhrif farsímanotkunar á nám

3. A2

4. A3

4.1. Ásta Karen

4.1.1. Computers & Education

4.1.1.1. Relationship between learning styles and genres of games

4.1.1.2. An empirical study on gender, video game play, academic success and complex problem solving skills

4.2. Loftur

4.3. Kolbrún

4.4. Helga - computers and education

5. A4

5.1. Distance Learning

5.2. Margrét S.: Trust-related privacy factors

5.3. Barbara: How can online instructors better support their students...

5.4. Margrét Elín: Digital footprints..

5.5. Þröstur

6. A5

6.1. Hlín

6.1.1. Scaffolding of motivation in learning using a social robot

6.1.2. Teenage peer-to-peer knowledge sharing through social network sites in secondary schools

6.1.3. An empirical study on gender, video game play, academic success and complex problem solving skills

6.1.4. Technology and Task-Based Language Teaching: A Critical Review | Lai | CALICO Journal

6.1.5. Attitude and Self-Efficacy Change: English Language Learning in Virtual Worlds | Zheng | CALICO Journal

6.1.6. Lokaverkefni: "Tölvustutt tungumálanám á framhaldsskólastigi : tæknin sem stuðningstæki í enskukennslu." | Skemman

6.2. Petra

6.2.1. Overview of research on the educational use of video games

6.2.2. Participatory Design of Learning Media: Designing Educational Computer Games with and for Teenagers