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220822 ||| eng |
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|a 9783036524177
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|a 9783036524160
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|a books978-3-0365-2416-0
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|a Sousa, Maria José
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|a New Research and Trends in Higher Education
|h Elektronische Ressource
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|a Basel, Switzerland
|b MDPI - Multidisciplinary Digital Publishing Institute
|c 2021
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300 |
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|a 1 electronic resource (418 p.)
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|a peer review
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|a quantitative research
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|a project-based learning
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|a Brazil
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|a microscope
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|a veterinarian education
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|a undergraduates
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|a hierarchical linear model (HLM)
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|a community service
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|a average satisfaction index
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|a trekking
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|a multi-stakeholder partnership
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|a mastery
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|a learning contexts
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|a assessment
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|a teaching practices
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|a educational management
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|a lecturers
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|a virtual environment
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|a operational assistants
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|a photosynthesis
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|a PIAAC
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|a financial education
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|a educational system
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|a financial behavior
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|a rubric
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|a biology education
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|a academic integrity
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|a student reflection on learning
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|a spiritual intelligence
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|a language of science
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|a teachers of special education
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|a engineering students
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|a network analysis
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|a cyber-archaeology
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|a Romania
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|a macro-concept
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|a OECD country
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|a admission exam in drawing
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|a policy
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|a employability
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|a concept
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|a university students
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|a satisfaction
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|a evaluation
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|a Patagonia
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|a educational public policies
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|a social responsibility
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|a cultural heritage
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|a instructional data
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|a distance learning
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|a critical thinking
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|a inclusion
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|a higher education institutions
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|a accountant
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|a collaborative evaluation
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|a higher education students
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|a validity
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|a robotics
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|a Portugal
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|a use of ICTs
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|a validation
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|a digital pedagogies
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|a educational attainment
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|a learning models
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|a leadership
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|a postsecondary education
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|a professions
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|a transversal competences
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|a mobile robot
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|a emotional intelligence
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|a gamification
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|a emergency online teaching
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|a subsumption architecture
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|a culture
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|a medication
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|a instructional technology
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|a learning tasks
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|a higher education
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|a academic fraud
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|a n/a
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|a performance
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|a Humanities / bicssc
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|a digital
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|a resilience scale-10
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|a self-directed learning
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|a IFPI
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|a peer assessment
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|a qualitative research
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|a experiential learning
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|a educational
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|a 3D modeling
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|a thinking skills
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|a perceptions
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|a Education / bicssc
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|a student surveys
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|a ego
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|a stress
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|a knowledge integration
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|a virtual reality
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|a COVID-19
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|a individuality
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|a employers’ engagement
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|a mechatronics
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|a resilience
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|a goodness of humankind
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|a learning analytics
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|a personality traits
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|a creative thinking
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|a sentiment analysis
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|a architectural education
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|a architectural studies
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|a online learning
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|a nature
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|a drawing
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|a professional bodies
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|a education
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|a university didactics
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|a instructional design
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|a training
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|a coping strategies
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|a science education
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|a students
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|a effective communication
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|a civic engagement
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|a STEM education
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|a private and state institutions
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|a academic burnout
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|a task
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|a soft skills
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|a STEM
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|a teacher profile
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|a reflexivity
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|a emergency online learning
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|a Suleman, Fátima
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|a Mercadé Melé, Pere
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|a Molina Gómez, Jesús
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|a eng
|2 ISO 639-2
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|b DOAB
|a Directory of Open Access Books
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|a Creative Commons (cc), https://creativecommons.org/licenses/by/4.0/
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|a 10.3390/books978-3-0365-2416-0
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|u https://directory.doabooks.org/handle/20.500.12854/77058
|3 Volltext
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|a This book aims to discuss new research and trends on all dimensions of Higher Education, as there is a growing interest in the field of Higher Education, regarding new methodologies, contexts, and technologies. It includes investigations of diverse issues that affect the learning processes in Higher Education: innovations in learning, new pedagogical methods, and new learning contexts.In this sense, original research contributions of research papers, case studies and demonstrations that present original scientific results, methodological aspects, concepts and educational technologies, on the following topics:a) Technological Developments in Higher Education: mobile technology, virtual environments, augmented reality, automation and robotics, and other tools for universal learning, focusing on issues that are not addressed by existing research;b) Digital Higher Education: mobile learning, eLearning, Game-based Learning, social media in education, new learning models and technologies and wearable technologies for education;c) Case Studies in Higher Education: empirical studies in higher education regarding digital technologies, new methodologies, new evaluation techniques and tools, perceptions of learning processes efficiency and digital learning best practice.
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