Table II.

Themes emerging from the articles

No.AuthorsThemes in the main figures/findings of the papers
1Campana and AgarwalActive learning strategies, mediated by no-tech, low-tech or high-tech, can lead to learning environments that are learner-centered, knowledge-centered, assessment-centered, and community-centered
2Tsortanidou, Daradoumis and Barberá GregoriIncorporating imagination through imaginative teaching and low-tech prototyping methods is crucial for bridging creativity with computational thinking and new media literacy skills in low-tech, information-rich learning environments
3Haruna, Zainuddin, Mellecker, Chu and HuUsing a digital gamified learning platform in a limited resource environment such as Sub-Saharan Africa can engage students in a more effective manner and support increased sexual health learning
4KumarThe introduction of MOOCs into veterinary science education can expand opportunities for education and professional development to a wider variety of students. However, to retain and truly engage students, effective active learning and instructional strategies need to be incorporated into the MOOC course design
5Alphonce and MwantimwaSome access to technological infrastructure and resources is important to allow students to access and learn from the broad scope of information that can be found in electronic resources
6Vasilyeva and VasilyevaThe true impact for student learning and engagement lies in the teaching techniques and is less reliant on whether it is a high-tech or low-tech environment
7Zainuddin, Shujahat, Chu, Haruna and FaridaPairing gamification strategies with a flipped classroom model can be effective in supporting twenty-first century learning skills in low-tech environments where the implementation is not bound by advanced technological resources and infrastructure

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