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2. Effects of repeated testing in a pen-and-paper test of selective attention (FAIR-2).

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

4. Whether Large Language Models Learn at the Inference Stage? Effects of Active Learning and Labelling with LLMs on their Reasoning

5. Artificial Intelligence and Learning of Students with Dyslexia: A Brief Review

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

7. A Review of the Use of Video Games for Purposes Besides Entertainment: A Case for a Novel Approach for Teaching Assembly Language

11. Student Perceptions of the Gamification Process in Virtual Learning Environments at University Level

13. A Proposal for a Standard Evaluation Method for Assessing Programming Proficiency in Assembly Language

14. Perceptions of LIS Professionals on ACRL Framework: Understanding and Fostering Concepts, Skills and Attitudes in Academic Students

15. Fitting Data on a Grain of Rice

16. Digital Twins, Metaverse, and Learning. Review and Proposal of Conceptual Framework

17. Blended Learning and Lab Reform: Self-Paced SoTL and Reflecting on Student Learning

18. Utilizing Paper-mode Quizizz for formative assessment in English teaching and learning

19. Note‐taking by university students on paper or a computer: Strategies during initial note‐taking and revision.

21. The Case of the Missing Paper: A Play in One Act.

22. Comparing Syntactic Complexity: Research Papers Written by Undergraduate Researchers and Published Research Papers.

23. SAGES White Paper on the importance of diversity in surgical leadership: creating the fundamentals of leadership development (FLD) curriculum.

24. Music Visualisation and Its Short-Term Effect on Appraisal Skills

25. Stop Work: Serious Games as Intervention Method to Enhance Safety Behavior

26. Development of Teaching Materials Based on Bloom’s Taxonomy

27. Differences in learning retention and experience of augmented reality notes compared to traditional paper notes in a chiropractic technique course: A randomized trial.

28. Learn, Compare, Search: One Sawmill’s Search for the Best Cutting Patterns Across and/or Trees

30. The Influence of Anxiety and Exploratory Activity on Learning in Rats: Mismatch-Induced c-Fos Expression in Deep and Superficial Cortical Layers

31. About Dinosaurs in Laboratories - Evaluation of the Serious Game Cards for Biosafety

32. Window Size Selection in Unsupervised Time Series Analytics: A Review and Benchmark

34. Developing the Pedagogical Capacity of English Language Teachers in Regular Basic Education in Tacna Region

35. Rethinking Digital Technology versus Paper and Pencil in 3D Geometry

36. An ecosystemic perspective of the factors affecting the learning experiences of learners with dyslexia in mainstream schools in England.

37. Learners' Spontaneous Gesture Before a Math Lesson Predicts the Efficacy of Seeing Versus Doing Gesture During the Lesson.

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

39. A Refinement Based Algorithm for Learning Program Input Grammars

40. You should reject this paper: Dynamic agency, sequential evaluation, and learning in academic publishing.

41. Construction of an Educational Game 'CONJ_NOOJ'

42. Choosing Wordlists for Password Guessing: An Adaptive Multi-armed Bandit Approach

43. SHMEM-ML: Leveraging OpenSHMEM and Apache Arrow for Scalable, Composable Machine Learning

44. Africanization of HCI Teaching and Learning

45. Virtual Assistants Applications in Education

47. Adaptive Instruction: A Case Study of Gamified Practice and Testing in a Large Introductory Psychology Course

48. Robot Assistive Therapy Strategies for Children with Autism

49. Learning Hard or Hardly Learning: Smartphones in the University’s Classrooms