26 results on '"Michael Sailer"'
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2. The End is the Beginning is the End: The closed-loop learning analytics framework.
3. Cognitive ease at a cost: LLMs reduce mental effort but compromise depth in student scientific inquiry.
4. Functional electrical stimulation driven by a brain-computer interface in acute and subacute stroke patients impacts beta power and long-range temporal correlation.
5. Gamification of in-class activities in flipped classroom lectures.
6. FAMULUS: Interactive Annotation and Feedback Generation for Teaching Diagnostic Reasoning.
7. Analysis of Automatic Annotation Suggestions for Hard Discourse-Level Tasks in Expert Domains.
8. Using ENA to Analyze Pre-service Teachers' Diagnostic Argumentations: A Conceptual Framework and Initial Applications.
9. Pre-Service Teachers' Diagnostic Argumentation: What is the Role of Conceptual Knowledge and Cross-Domain Epistemic Activities?
10. Group Motivation for Social Games.
11. How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction.
12. Analysis of Automatic Annotation Suggestions for Hard Discourse-Level Tasks in Expert Domains.
13. FAMULUS: Interactive Annotation and Feedback Generation for Teaching Diagnostic Reasoning.
14. From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement.
15. Technology-related teaching skills and attitudes: Validation of a scenario-based self-assessment instrument for teachers.
16. Contextual facilitators for learning activities involving technology in higher education: The C♭-model.
17. On powerpointers, clickerers, and digital pros: Investigating the initiation of digital learning activities by teachers in higher education.
18. Technology-related knowledge, skills, and attitudes of pre- and in-service teachers: The current situation and emerging trends.
19. Automatic Recommendations for Data Coding: A Use Case from Medical and Teacher Education.
20. Gait Event Detection for Stroke Patients during Robot-Assisted Gait Training.
21. Challenges in the Automatic Analysis of Students' Diagnostic Reasoning.
22. Using Gamification to Enhance Staff Motivation in Logistics.
23. Fostering Learning and Collaboration in a Scientific Community - Evidence from an Experiment Using RFID Devices to Measure Collaborative Processes.
24. ONYA - The Wellbeing Game: How to Use Gamification to Promote Wellbeing.
25. Psychological Perspectives on Motivation through Gamification.
26. Differentiation of idiopathic Parkinson's disease, multiple system atrophy, progressive supranuclear palsy, and healthy controls using magnetization transfer imaging.
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