Publisher
Atlantis Press International BV
Reference29 articles.
1. Rovers, S. F. E., Clarebout, G., Savelberg, H. H. C. M., & van Merriënboer, J. J. G. (2018). Improving student expectations of learning in a problem-based environment. Computers in Human Behavior, 87, 416–423. https://doi.org/10.1016/j.chb.2018.02.016
2. Sousa, M. J. & Rocha, A. (2019). Leadership styles and skills developed through game-based learning. Journal of Business Research, 94, 360–366. https://doi.org/10.1016/j.jbusres.2018.01.057
3. Sung, E. (2017). The influence of visualization tendency on problem-solving ability and learning achievement of primary school students in South Korea. Thinking Skills and Creativity, 26, 168–175. https://doi.org/10.1016/j.tsc.2017.10.007
4. Thuneberg, H. M., Salmi, H. S., & Bogner, F. X. (2018). How creativity, autonomy and visual reasoning contribute to cognitive learning in a STEAM hands-on inquiry-based math module. Thinking Skills and Creativity, 29, 153–160. https://doi.org/10.1016/j.tsc.2018.07.003
5. Z. Afdal, A. Febliza, “Module with Electronic Project-Based Learning” in the Proceedings of the Eighth Padang International Conference On Economics Education, Economics, Business and Management, Accounting and Entrepreneurship (PICEEBA 2021) pp. 644–648, 2021