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Use of Digital Technology in Integrated Mathematics Education
9 references·0 citing·48 second hop
Use of Digital Technology in Integrated Mathematics Education (2024)Use of Digital Technology in Integrated M…The Effectiveness of Educational Robots in Improving Learning Outcomes: A Meta-Analysis (2023)The Effectiveness of Educatio…Assessing the benefits of gamification in mathematics for student gameful experience and gaming motivation (2023)Assessing the benefits of gam…The challenges and opportunities of online learning and teaching at engineering and theoretical colleges during the pandemic (2022)The challenges and opportunit…Facial Expression Recognition: A Review of Trends and Techniques (2021)Facial Expression Recognition…COVID-19 and the use of digital technology in mathematics education (2021)COVID-19 and the use of digit…Accelerating Early Math Learning with Research-Based Personalized Learning Games: A Cluster Randomized Controlled Trial (2021)Accelerating Early Math Learn…Teaching with digital technology (2020)Teaching with digital technol…Learning Mathematics with Emerging Methodologies—The Escape Room as a Case Study (2020)Learning Mathematics with Eme…A Survey on Human Face Expression Recognition Techniques (2018)A Survey on Human Face Expres…Automatic facial expression recognition using features of salient facial patches (2014)Going deeper in facial expression recognition using deep neural networks (2016)A Review on Automatic Facial Expression Recognition Systems Assisted by Multimodal Sensor Data (2019)A comprehensive survey on deep facial expression recognition: challenges, applications, and future guidelines (2023)Understanding Deep Learning Techniques for Recognition of Human Emotions Using Facial Expressions: A Comprehensive Survey (2023)Gamification. using game-design elements in non-gaming contexts (2011)Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp (2012)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Analysis of the Use and Integration of the Flipped Learning Model, Project-Based Learning, and Gamification Methodologies by Secondary School Mathematics Teachers (2021)Brazilian and Spanish Mathematics Teachers’ Predispositions towards Gamification in STEAM Education (2021)Room2Educ8: A Framework for Creating Educational Escape Rooms Based on Design Thinking Principles (2022)Those Who Understand: Knowledge Growth in Teaching (1986)A Thousand Plateaus: Capitalism and Schizophrenia (1989)Communities of practice learning, meaning, and identity (1999)Distance mathematics teaching in Flanders, Germany, and the Netherlands during COVID-19 lockdown (2021)Effectiveness of the flipped classroom model on students’ self-reported motivation and learning during the COVID-19 pandemic (2021)Enhancing teachers’ self-efficacy beliefs in AI-based technology integration into English speaking teaching through a professional development program (2024)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User acceptance of information technology: system characteristics, user perceptions and behavioral impacts (1993)Next Generation Science Standards: For States, By States (2013)Abandono de los estudiantes de una institución universitaria privada y su intención de retorno en época de COVID-19: un análisis para la toma de decisiones (2022)The Educational Digital Divide for Vulnerable Students in the Pandemic: Towards the New Agenda 2030 (2022)Decent work and innovative work behavior of academic staff in higher education institutions: the mediating role of work engagement and job self-efficacy (2024)Mind in Society: The Development of Higher Psychological Processes (1978)Cognitive Load During Problem Solving: Effects on Learning (1988)What video games have to teach us about learning and literacy (2003)Artificial intelligence integration in personalised learning for employee growth: a game-changing strategy (2023)Constants across cultures in the face and emotion. (1971)Comprehensive database for facial expression analysis (2002)The Extended Cohn-Kanade Dataset (CK+): A complete dataset for action unit and emotion-specified expression (2010)Facial emotion recognition: A comprehensive review (2024)Transfer Learning for Facial Expression Recognition (2025)Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Online teaching-learning in higher education during lockdown period of COVID-19 pandemic (2020)The psychological impact of the COVID-19 epidemic on college students in China (2020)Architectural education challenges and opportunities in a post-pandemic digital age (2022)The Development of Agile Enterprise Architecture for Digital Transformation in Higher Education Institutions (2023)The rise and drop of online learning: adaptability and future prospects (2025)Quantifying heterogeneity in a meta‐analysis (2002)Measuring inconsistency in meta-analyses (2003)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)A descriptive analysis of significant factors influencing the behavioral intention to adopt robot kiosks/service robots in service stores: Integrating the UTAUT and higher-order SERVQUAL approach (2025)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A primer on partial least squares structural equation modeling (PLS-SEM) (2015)Competency-based learning and formative assessment feedback as precursors of college students’ soft skills acquisition (2023)Exploring the impact of the adaptive gamified assessment on learners in blended learning (2024)Serious game-based learning and learning by making games: Types of game-based pedagogies and student gaming hours impact students' science learning outcomes (2024)
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References

  • 2018A Survey on Human Face Expression Recognition Techniques325 cited
  • 2020Teaching with digital technology227 cited
  • 2021COVID-19 and the use of digital technology in mathematics education116 cited
  • 2022The challenges and opportunities of online learning and teaching at engineering and theoretical colleges during the pandemic113 cited
  • 2020Learning Mathematics with Emerging Methodologies—The Escape Room as a Case Study92 cited
  • 2023Assessing the benefits of gamification in mathematics for student gameful experience and gaming motivation86 cited
  • 2023The Effectiveness of Educational Robots in Improving Learning Outcomes: A Meta-Analysis85 cited
  • 2021Facial Expression Recognition: A Review of Trends and Techniques81 cited
  • 2021Accelerating Early Math Learning with Research-Based Personalized Learning Games: A Cluster Randomized Controlled Trial59 cited

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