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2. Co-design Eco-Sustainable and Innovative Retrofit Scenarios in the University Context: The Experience of Bexlab
3. Contextual Ontology-Based Feature Selection for Teachers
4. Exploring the Use of Immersive Virtual Reality Games in a Formal School Environment
5. Transediting of Children’s Literature in the Age of Technology
6. Technological Evaluation of Virtual and Augmented Reality to Impart Social Skills
7. Teaching Human-Computer Interaction in the Software Engineering Master’s Degree Program of the University Grenoble Alpes
8. Addressing Interactive Computing Systems’ Concerns in Software Engineering Degrees
9. ALPY PLUS - Adaptive Model Oriented to Pathway Planning in Virtual Learning System
10. Towards the Use of Augmented Reality for Physics Education
11. Who is Best Suited for the Job? Task Allocation Process Between Teachers and Smart Machines Based on Comparative Strengths
12. Predicting Students’ Satisfaction Towards Online Courses Using Aspect-Based Sentiment Analysis
13. Perceived Hindrances to Health Information
14. Permission-Educator: App for Educating Users About Android Permissions
15. The Curriculum for Education in Engineering Interactive Systems at the Master in HCI of the University Toulouse III - Paul Sabatier
16. Anti-Amnesia: Developing a Collaborative e-learning and Digital Archive Platform Towards Contributing to the Preservation and Revitalization of Handicrafts Industries
17. A Life-Long Learning Education Passport Powered by Blockchain Technology and Verifiable Digital Credentials: The BlockAdemiC Project
18. Storytelling Practice in Sectors of Education, Psychology, Communication, Marketing: A Narrative Review
19. Using Possibilistic Networks to Compute Learning Course Indicators
20. Are the Mobile Applications of Portuguese Higher Education Institutions Accessible?
21. Quality of Health Information: How Does Age, Sex and Education Associate with the Assessment of the Reliability and Usefulness of Health Information
22. Digital Literacy Competencies and Interests of Elderly People
23. Do Not Steal This Article! A Study on Digital Piracy Among Students
24. Adult Students Become Professionals Teaching or Learning – What’s in a Name?
25. Open-Source IoT Lab for Fully Remote Teaching
26. Predicting Students Performance in Examination Using Supervised Data Mining Techniques
27. Education in Engineering Management for the Environment
28. The Development of Artificial Intelligence Education in Primary and Secondary Schools in China
29. Interactive Learning: Introducing a First-Year Systems’ Analysis and Design Course
30. Developing Academic Engagement Through a Virtual Week of Research, Scholarly, and Creative Activity: Rethinking Collaboration
31. SpartanGold: A Blockchain for Education, Experimentation, and Rapid Prototyping
32. Teaching Model Checking via Games and Puzzles
33. An Automated Framework for Swift Lecture Evaluation Using Speech Recognition and NLP
34. Experimentation of Flipped Learning in a University Course on Object-Oriented Programming Paradigm
35. Improvement of Art Creative Skills by the Means of Signature Pedagogy in Online Musical Education
36. Industry 4.0 in Educational Process
37. 'I Don’t Know Too Much About It': On the Security Mindsets of Computer Science Students
38. Industry 4.0 Future Prospects and Its Impact on Competencies
39. Reflection of HCI in Foreign Language Teaching
40. Students’ Language Needs Analysis as a Motivation Mover - Czech and Taiwanese Case Study
41. Experimenting with a Prototype Interactive Narrative Game to Improve Knowledge and Beliefs for the HPV Vaccine
42. The Future of Software Engineering: Where Will Machine Learning, Agile, and Virtualization Take Us Next?
43. Fun with Formal Methods for Better Education
44. Teaching Formal Methods in Academia: A Systematic Literature Review
45. Site Selection for a Training Centre Focused on Industry 4.0 by Using DEMATEL and COPRAS
46. A Brief General Industrial Virtual Reality Applications Overview Including a Simple Factory VR Simulation
47. The Morandi Room: Entering the World of Morandi’s Paintings Through Machine Learning
48. Assessment of Learning Achievement in an Electronics Program Supported by an Online Simulation Applet
49. COSMOS. Cultural Osmosis – Mythology and Art : A Data Organization and Visualization Platform, with the Use of AI Algorithms
50. Review of Haptic and Computerized (Simulation) Games on Climate Change
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