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2. Re-contextualizing Built Environments: Critical and Inclusive HCI Approaches for Cultural Heritage

4. Use of the Student Engagement as a Strategy to Optimize Online Education, Applying a Supervised Machine Learning Model Using Facial Recognition

6. Assessing Engagement of Students with Intellectual Disabilities in Educational Robotics Activities

7. Using Fiction in Physics’ Laboratories to Engage Undergrad Students

8. The Learning Analytics System that Improves the Teaching-Learning Experience of MOOC Instructors and Students

9. Construction of an Instrument for the Quantitative Assessment of Experience in the Use of Conversational Agents

10. Effects of Computer-Based (Scratch) and Robotic (Cozmo) Coding Instruction on Seventh Grade Students’ Computational Thinking, Competency Beliefs, and Engagement

11. Display Placement and Design: Impact on Engagement with Social Object Labels in a Gallery Environment

13. Description of Boys and Girls' Nonverbal and Verbal Engagement With Electronic and Paper Books.

14. Randomised Controlled Cross-Over Trial Measuring Brain-Computer Interface Metrics to Characterise the User Experience of Search Engines When Ambiguous Search Queries Are Used

15. Playing (in) a Crisis Simulation : What is the Playful Engagement in a Serious Simulation Made of?

17. Utilization of Human-Robot Interaction for the Enhancement of Performer and Audience Engagement in Performing Art

18. Tableware: Social Coordination Through Computationally Augmented Everyday Objects Using Auditory Feedback

19. The Impact of Mobile Augmented Reality Design Implementation on User Engagement

20. Limiting Off-Task Behavior on Laptops in Classrooms Increases Student Engagement: Use It, or They Will Abuse It

22. A User-Centric Framework for Educational Chatbots Design and Development

23. Position Paper: Gamification in the Learning Process.

24. Role of Perseverance and Persistence for Retaining and Stimulating MOOC Learners

26. Wider Research Applications of Dynamic Consent

27. Engaging Automation at Work – A Literature Review

28. Online Gamified Learning Platforms (OGLPs) for Experiential Learning

29. Using Theoretical and Methodological Triangulation to Study Motivation in the Science Classroom

30. Participation and Learner Trajectories in Computing Education

31. 'I Am a Warrior': Self-Identification and Involvement in Massively Multiplayer Online Role-Playing Games

34. Perceived Online Learning Environment and Students’ Learning Performance in Higher Education: Mediating Role of Student Engagement

35. The Effects of Debriefing on the Performance and Attitude of Japanese University Students

36. Patient’s Empowerment and Behaviour Change: Complementary Approaches in EU Projects PALANTE and PEGASO

38. Ageing Positively with Digital Games

39. Co-presence in the Real and the Virtual Space: Interactions Through Orientation

42. Synergy for Digital Transformation: Person’s Multiple Roles and Subject Domains Integration

43. When Learning Analytics Meets MOOCs - a Review on iMooX Case Studies

44. Technology scoping paper

45. Narrative comprehension and engagement with e-books vs. paper-books in autism spectrum condition

47. CALONIS: An Artificial Companion Within a Smart Home for the Care of Cognitively Impaired Patients

48. Critical observations on and suggested ways forward for healthcare communication during COVID-19: pEACH position paper