Technology acceptance of four digital learning technologies (classroom response system, classroom chat, e-lectures, and mobile virtual reality) after three months' usage.
The Effects of Gender Role Stereotypes in Digital Learning Games on Motivation for STEM Achievement.
Toward a model of learning innovation integration: TPACK-SAMR based analysis of the introduction of a digital learning environment in three Russian universities.
The use of learning analytics and the potential risk of harm for K-12 students participating in digital learning environments.
Developing student connectedness under remote learning using digital resources: A systematic review.
Understanding teacher design practices for digital inquiry–based science learning: the case of Go-Lab.