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24 results

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1. Disparities in ratings of internal and external applicants: A case for model-based inter-rater reliability.

2. SimNet: Similarity-based network embeddings with mean commute time.

3. A comparison of presentation methods for conducting youth juries.

4. Gamification, social problems, and gender in the teaching of social sciences: Representations and discourse of trainee teachers.

5. Dropout and transfer paths: What are the risky profiles when analyzing university persistence with machine learning techniques?

6. Equivalence of using a desktop virtual reality science simulation at home and in class.

7. Supervised and extended restart in random walks for ranking and link prediction in networks.

8. On the networking synthesis of studio factors to the integration of design pedagogy.

9. Using deep-learning algorithms to derive basic characteristics of social media users: The Brexit campaign as a case study.

10. The role of the practice order: A systematic review about contextual interference in children.

11. A citizen science model for implementing statewide educational DNA barcoding.

12. Building a local community of practice in scientific programming for life scientists.

13. Assessment of problem solving ability in novice programmers.

14. Ten simple rules for measuring the impact of workshops.

15. The use of an active learning approach in a SCALE-UP learning space improves academic performance in undergraduate General Biology.

16. Bridging the gap between informatics and medicine upon medical school entry: Implementing a course on the Applicative Use of ICT.

17. Conceptualizing 20 years of engaged scholarship: A scoping review.

18. Peers at work: Evidence from the lab.

19. Digital case-based learning system in school.

20. Logical inconsistencies in time trade-off valuation of EQ-5D-5L health states: Whose fault is it?

21. Factors associated with successful transition among children with disabilities in eight European countries.

22. An online paradigm for exploring the self-reference effect.

23. Melioration Learning in Two-Person Games.

24. Cooperation Is Not Enough Exploring Social-Ecological Micro-Foundations for Sustainable Common-Pool Resource Use.