No. 120-11/12, November 2019
Index
- Guest editorial
- The landscape of research on learning in low-tech environments
- Connecting moments of creativity, computational thinking, collaboration and new media literacy skills
- An iterative process for developing digital gamified sexual health education for adolescent students in low-tech settings
- A study of Veterinary Scholars’ Perception of MOOCs
- Students’ use of digital learning resources: diversity, motivations and challenges
- Use of e-resources by unmotivated students: a success story from a library in Russia
- The effects of gamified flipped instruction on learner performance and need satisfaction. A study in a low-tech setting