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1. A game-based mechanism for managing 2-decomposable tasks in competitive crowdsourcing environments.

2. From children's ideas to prototypes for the internet of things: a case study of cross-generational end-user design.

3. Location-based challenges for playful neighbourhood exploration.

4. Identifying nonconformities in contributions to programming projects: from an engagement perspective in improving code quality.

5. Modelling employees' social networking behaviours on enterprise social media: the influence of enterprise social media visibility.

6. Experience spaces for critical co-reflection on artefact use.

7. Collaboration in crowdsourcing contests: how different levels of collaboration affect team performance.

8. Sentiment mining in a collaborative learning environment: capitalising on big data.

9. The 'who' and the 'what' in international migration research: data-driven analysis of Scopus-indexed scientific literature.

10. Problem-based collaborative learning groupware to improve computer programming skills.

11. Tracking precursors of learning analytics over serious game team performance ranking.

12. Repertoires of collaboration: incorporation of social media help requests into the common operating picture.

13. Computer-supported reflective learning: how apps can foster reflection at work.

14. Big data and IoT solution for patient behaviour monitoring.

15. Smartphones or laptops in the collaborative classroom? A study of video-based learning in higher education.

16. Mapping the study of learning analytics in higher education.

17. On a QUESt for a web-based tool promoting knowledge-sharing in medical communities.

18. An application framework for developing collaborative handheld decision-making tools.

19. Educational recommender systems and their application in lifelong learning.

20. Study of using a multi-touch tabletop technology to facilitate collaboration, interaction, and awareness in co-located environment.

21. The influence of cognitive conflict on the result of collaborative editing in Wikipedia.

22. Connecting generations: developing co-design methods for older adults and children.

23. Collaborative systems engineering and social-networking approach to design and modelling of smarter products.