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1 - 5 of 5 items

Factors limiting the adoption of mobile board games as a tool for promoting gamification A quantitative analysis

O. A. Randle, A. A. Oni
236-257
2025-02-20

The use of podcasts and videocasts by tertiary accounting students in distance education

L. Wentzel, K. de Hart
267-287
2020-04-02

Post-Covid-19 universities: Opportunities and challenges for technology-assisted education

T. Pitso, M. Tjabane, A. Pillay, T. P. Bojabotseha
150-175
2024-06-22

Students’ reflection on co-design: A cross-disciplinary collaboration between two SADC countries

K.J. Mchunu, S. Moodley
69-91
2019-06-28

To teach or not to teach? The question of the academic librarian's pedagogical competencies in the digital age

J. Raju
251-269
2017-04-23
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