Publisher Correction: Using Computer Game Software in a First-Year Seminar and its Effects on Students' Creative Self-Efficacy, Creative Personal Identity, and Insight Problem Solving Abilities.

Saved in:
Bibliographic Details
Title: Publisher Correction: Using Computer Game Software in a First-Year Seminar and its Effects on Students' Creative Self-Efficacy, Creative Personal Identity, and Insight Problem Solving Abilities.
Authors: Case, Adam1 (AUTHOR) adam.case@drake.edu
Source: TechTrends: Linking Research & Practice to Improve Learning. Sep2022, Vol. 66 Issue 5, p897-897. 1p.
Subject Terms: *Problem solving, *Computer software, *Seminars, Self, Self-efficacy
Abstract: On page 635 of the PDF version, there are several one-sentence paragraphs that did not exist in the HTML proof that I approved. B Publisher Correction: TechTrends (2022) 66:631-642 b https://doi.org/10.1007/s11528-022-00736-7 The original article unfortunately contained some mistakes. [Extracted from the article]
Copyright of TechTrends: Linking Research & Practice to Improve Learning is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
Full text is not displayed to guests.
FullText Links:
  – Type: pdflink
Text:
  Availability: 1
Header DbId: ehh
DbLabel: Education Research Complete
An: 159055439
AccessLevel: 6
PubType: Academic Journal
PubTypeId: academicJournal
PreciseRelevancyScore: 0
IllustrationInfo
Items – Name: Title
  Label: Title
  Group: Ti
  Data: Publisher Correction: Using Computer Game Software in a First-Year Seminar and its Effects on Students' Creative Self-Efficacy, Creative Personal Identity, and Insight Problem Solving Abilities.
– Name: Author
  Label: Authors
  Group: Au
  Data: <searchLink fieldCode="AR" term="%22Case%2C+Adam%22">Case, Adam</searchLink><relatesTo>1</relatesTo> (AUTHOR)<i> adam.case@drake.edu</i>
– Name: TitleSource
  Label: Source
  Group: Src
  Data: <searchLink fieldCode="JN" term="%22TechTrends%3A+Linking+Research+%26+Practice+to+Improve+Learning%22">TechTrends: Linking Research & Practice to Improve Learning</searchLink>. Sep2022, Vol. 66 Issue 5, p897-897. 1p.
– Name: Subject
  Label: Subject Terms
  Group: Su
  Data: *<searchLink fieldCode="DE" term="%22Problem+solving%22">Problem solving</searchLink><br />*<searchLink fieldCode="DE" term="%22Computer+software%22">Computer software</searchLink><br />*<searchLink fieldCode="DE" term="%22Seminars%22">Seminars</searchLink><br /><searchLink fieldCode="DE" term="%22Self%22">Self</searchLink><br /><searchLink fieldCode="DE" term="%22Self-efficacy%22">Self-efficacy</searchLink>
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: On page 635 of the PDF version, there are several one-sentence paragraphs that did not exist in the HTML proof that I approved. B Publisher Correction: TechTrends (2022) 66:631-642 b https://doi.org/10.1007/s11528-022-00736-7 The original article unfortunately contained some mistakes. [Extracted from the article]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of TechTrends: Linking Research & Practice to Improve Learning is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=ehh&AN=159055439
RecordInfo BibRecord:
  BibEntity:
    Identifiers:
      – Type: doi
        Value: 10.1007/s11528-022-00765-2
    Languages:
      – Code: eng
        Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 1
        StartPage: 897
    Subjects:
      – SubjectFull: Problem solving
        Type: general
      – SubjectFull: Computer software
        Type: general
      – SubjectFull: Seminars
        Type: general
      – SubjectFull: Self
        Type: general
      – SubjectFull: Self-efficacy
        Type: general
    Titles:
      – TitleFull: Publisher Correction: Using Computer Game Software in a First-Year Seminar and its Effects on Students' Creative Self-Efficacy, Creative Personal Identity, and Insight Problem Solving Abilities.
        Type: main
  BibRelationships:
    HasContributorRelationships:
      – PersonEntity:
          Name:
            NameFull: Case, Adam
    IsPartOfRelationships:
      – BibEntity:
          Dates:
            – D: 01
              M: 09
              Text: Sep2022
              Type: published
              Y: 2022
          Identifiers:
            – Type: issn-print
              Value: 87563894
          Numbering:
            – Type: volume
              Value: 66
            – Type: issue
              Value: 5
          Titles:
            – TitleFull: TechTrends: Linking Research & Practice to Improve Learning
              Type: main
ResultId 1