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

3. EJPE welcomes special sections.

4. Cross-domain NER in the data-poor scenarios for human mobility knowledge.

5. Intentionality and the active decision-making process in play-based learning.

6. Action recognition method based on multi-stream attention-enhanced recursive graph convolution.

7. An ecological approach to understanding transitions and tensions in complex learning contexts.

8. The impact of education costs on income inequality.

9. Design science research applied to difficulties of teaching and learning initial programming.

10. Positioning through epistemic cognition in higher education: conceptualising the ways in which academics in a business school view heutagogy.

11. Exploration and Dramatizing: Theoretical Foundations for The Development of Approaches to Learning Through Play.

12. International teaching internships for future teachers: potential and challenges for learning.

13. On the many terms for developmental language and learning impairments.

14. TCN-attention-HAR: human activity recognition based on attention mechanism time convolutional network.

15. Bayesian network structure learning with a new ensemble weights and edge constraints setting mechanism.

16. Label propagation-based unsupervised domain adaptation for intelligent fault diagnosis.

17. A learning artificial visual system for motion direction detection.

18. In-depth analysis of design & development for sensor-based human activity recognition system.

19. Studying children's small science and early engineering learning process to help shape their cultural identity in culturally valued play-based experience.

20. uSF: Learning Neural Semantic Field with Uncertainty.

21. Category-Level Contrastive Learning for Unsupervised Hashing in Cross-Modal Retrieval.

22. Learning, Breathing, and Well-Being: Resiliency and Yoga—Contemplations on the Neuroscientific Connection to Curriculum, Teaching, and Learning.

23. Aktive Lernzeit beim geführten versus selbstorganisierten Mathematiklernen – Mikroanalytische Fallstudie mit Sekundarschüler*innen aus dem unteren Leistungsniveau.

24. Evaluating support systems and interface efficiency in Hour of Code's Minecraft Adventurer.

25. A knowledge distillation based cross-modal learning framework for the lithium-ion battery state of health estimation.

26. A mobile e-learning application for enhancement of basic mathematical skills in visually impaired children.

27. Feedback processing in the primate brain and in AI systems.

28. ChatGPT: The Challenges It Presents for Writing Assignments.

29. Entangled eclecticism: a sociotechnical-pedagogical systems theory approach to learning experience design.

30. Influence of Environmental Shocks and Child Labour on Children's Educational Outcomes: A Scoping Review.

31. Analyse prozessbezogener Verhaltensdaten mittels Learning Analytics: Aktuelle und zukünftige Bedeutung für die Unterrichtswissenschaft.

32. Co-created augmented reality app and its impact on the effectiveness of learning a foreign language and on cultural knowledge.

33. Learning, Mean Field Approximations, and Phase Transitions in Auction Models.

34. Clustering-based multi-featured self-supervised learning for human activities and video retrieval.

35. An Investigation of Learners' Perceived Progress During Online Education: Do Self-Efficacy Belief, Language Learning Motivation, and Metacognitive Strategies Matter?

36. Learning analytics in support of inclusiveness and disabled students: a systematic review.

37. MCFR: multi-confidence contrastive learning with feature refined for unsupervised person re-identification.

38. Development and evaluation of a modular experiential learning curriculum for promoting AI readiness.

39. An Evaluation of the Impact of Digital Technology Innovations on Students' Learning: Participatory Research Using a Student-Centred Approach.

40. Trends, tensions, and futures of maker education research: a 2025 vision for STEM+ disciplinary and transdisciplinary spaces for learning through making.

41. Parameter sharing and multi-granularity feature learning for cross-modality person re-identification.

42. Learning-Based Parameter Optimization for a Class of Orbital Tracking Control Laws.

43. Deep ensemble learning of tactics to control the main force in a real-time strategy game.

44. Enhancing frame-level student engagement classification through knowledge transfer techniques.

45. Hierarchical Skeleton Meta-Prototype Contrastive Learning with Hard Skeleton Mining for Unsupervised Person Re-identification.

46. Exploring the Mediating Role of Emotions Between Growth Language Mindset and Engagement Among EFL Learners.

47. The Knossian Kamares Style as Transgenerational Memory.

48. Informative representations for forgetting-robust knowledge tracing.

49. Does imagination enhance learning? A systematic review and meta-analysis.

50. Breaking boundaries and opening borders by clicking into an inclusive virtual simulated learning environment.