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7,155 results

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1. Who should proof my paper?

3. Exploring The Barriers of Biology Education Students in Writing Scientific Papers

5. Remanufacturing of paper waste for pencil production: a sustainable business assessment

6. Single-paper meta-analyses of the effects of spaced retrieval practice in nine introductory STEM courses: is the glass half full or half empty?

7. SMART PAPER BERBASIS QR-CODE UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS PESERTA DIDIK SEKOLAH DASAR

8. THE DEVELOPMENT OF RESEARCH ON THE APPLICATION OF ICT IN THE FIELD OF EDUCATION: A META-ANALYSIS OF SCIENTIFIC PAPERS IN LITHUANIA

9. Educating on spatial skills using a paper-folding-and-punched-hole videogame: gameplay data analysis

10. Unveiling Neurocognitive Disparities in Encoding and Retrieval between Paper and Digital Tablet-Based Learning.

12. An Online Repository for Educational Resources in HCI-Engineering

13. A Portable Multi-user Cross-Platform Virtual Reality Platform for School Teaching in Malawi

16. EduAbility: Provision of Assistive Technology Awareness and Training

17. Human-Centred Engineering with Micro-electronics for Pre-teens

18. Teaching HCI to Hundreds of Undergraduate Software Engineering and Computer Science Students

19. Editorial to the Second IFIP WG 2.7/13.4 Workshop on HCI Engineering Education

21. The Global Apprentice: Adaptable, Versatile and a Lifelong Learner

22. Skade – A Challenge Management System for Cyber Threat Hunting

23. A Comparison of E-government Services in Education Between Developed and Emerging Economies: A Study of Nigeria and the USA

24. Towards a Platform for Higher Education in Virtual Reality of Engineering Sciences

26. Educating on spatial skills using a paper-folding-and-punched-hole videogame: gameplay data analysis.

27. Ceci N'Est Pas Une Publication: The Art of AI-Generated Research Papers.

29. Machine Learning and Human Unlearning

30. Construction of Digital Shared Resources in Vocational Colleges Based on the Computer Network Security Framework System of the Credit Bank

33. IoT in Education: Using Open Data

35. ChatGPT as a Learning Tool in Business Education. Research on Students’ Motivation

36. Using Gamification with Affective Computing for Second Language Learning

37. Predicting Students Answers Using Data Science: An Experimental Study with Machine Learning

38. Social Media and Health Care: Effectiveness of Education About COVID-19 Vaccination to Improve Knowledge and Attitudes in Students

39. Strategy for Continuous Training and Methodological Exchange for Public Accounting Students Through the I-Tournament Tool and Its Contribution to Management for the Business Sector

41. Archaeological Tourism in Pacto-Pichincha Based in a Tourist Educational Proposal

43. Adventure Tourism in Santo Domingo Province Based in an Educational Proposal

44. Developing a Safer Educational Environment that Preserves Users’ Privacy

46. Survey of AI Tool Usage in Programming Course: Early Observations

48. Superfrog: Comparing Learning Outcomes and Potentials of a Worksheet, Smartphone, and Tangible AR Learning Environment

49. Teachers’ Perceptions Towards the Use of Augmented Reality Smart Glasses in Their Teaching

50. Developing EFL Students’ Multimodal Communicative Competence Through Lady Whistledown’s Society Papers: A Teaching Proposal