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.
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| 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. |
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| 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 |
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| FullText | Links: – Type: pdflink Text: Availability: 1 |
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| Header | DbId: ehh DbLabel: Education Research Complete An: 159055439 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| 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 |
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