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1. Social media based NPL system to find and retrieve ARM data: Concept paper

2. Understanding the use of paper and online logbooks for final year undergraduate engineering projects

3. Cognitive Load Theory in the Context of Teaching and Learning Computer Programming: A Systematic Literature Review.

4. Short paper: Dynamic network selection in V2I systems

5. Exploring Different Unplugged Game-like Activities for Teaching Computational Thinking

6. A Case Study to Apprehend RF Susceptibility of Operational Amplifiers

7. Where Does My Augmented Reality Learning Experience (ARLE) Belong? A Student and Teacher Perspective to Positioning ARLEs.

8. Comparing Online to Face-to-Face Delivery of Undergraduate Digital Circuits Content.

9. Explicit Construction of Optimal Locally Recoverable Codes of Distance 5 and 6 via Binary Constant Weight Codes.

10. An Interpretive Structural Analysis for Industry 4.0 Adoption Challenges.

11. Various Interactive and Self-Learning Focused Tutorial Activities in the Power Electronic Course.

12. Long Term Effects of Pair Programming.

13. Effect of Combined Use of Flipped Learning and Inquiry-Based Learning on a System Modeling and Control Course.

14. Undergraduate Students’ Engagement With Systems Thinking: Results of a Survey Study.

15. Self-Efficacy as a Long-Term Outcome of a General Education Course on Digital Technologies.

16. Two Families of Optimal Linear Codes and Their Subfield Codes.

17. Constructions of Locally Repairable Codes With Multiple Recovering Sets via Rational Function Fields.

18. Construction of Optimal Locally Repairable Codes via Automorphism Groups of Rational Function Fields.

19. Recursion Removal as an Instructional Method to Enhance the Understanding of Recursion Tracing.

20. Motivating Power System Protection Course Students by Practical and Computer-Based Activities.

21. Teaching Power Electronics With a Design-Oriented, Project-Based Learning Method at the Technical University of Denmark.

22. Heuristics for the Development and Evaluation of Educational Robotics Systems.

23. An iLab for Teaching Advanced Logic Concepts With Hardware Descriptive Languages.

24. Hybrid Problem-Based Learning in Digital Image Processing: A Case Study.

25. Mobile Robot Lab Project to Introduce Engineering Students to Fault Diagnosis in Mechatronic Systems.

26. A Project-Based Cooperative Approach to Teaching Sustainable Energy Systems.

27. Teaching Game Theory to Improve Adversarial Thinking in Cybersecurity Students.

28. Multi-Language Online Handwriting Recognition.

29. Data-Driven Strategies for Achieving School Equity: Insights From Brazil and Policy Recommendations

30. Online Robot Teaching With Natural Human–Robot Interaction.

31. Analysis of Students’ Ratings of Teaching Quality to Understand the Role of Gender and Socio-Economic Diversity in Higher Education.

32. Automatic Sensor Correction of Autonomous Vehicles by Human-Vehicle Teaching-and-Learning.

33. Collaborative Learning Using Wiki Web Sites for Computer Science Undergraduate Education: A Case Study.

34. Scanning the Issue.

35. Using PSpice in Teaching Impulse Voltage Testing of Power Transformers to Senior Undergraduate Students.

36. Graphene as dry adhesive interacting with semiconductor substrates

37. A Survey of Current Trends in Master’s Programs in Microelectronics.

38. Particle in a Box: An Experiential Environment for Learning Introductory Quantum Mechanics.

39. Students’ Task Interpretation and Conceptual Understanding in an Electronics Laboratory.

40. A Quantitative Analysis of Self-Efficacy, Causal Attributions, Academic Performance, Personal Characteristics, and Life at University: An Engineering Education Outlook.

41. Four Stages of Research on the Educational Use of Ubiquitous Computing.

42. Droop-Controlled Inverters as Educational Control Design Project.

43. A Teaching Tool for Phasor Measurement Estimation.

44. Computer-Assisted Interactive Learning for Teaching Transmission Pricing Methodologies.

45. Experience With a Multidisciplinary, Team-Taught Smart Grid Cyber Infrastructure Course.

46. Innovative Mobile Robot Method: Improving the Learning of Programming Languages in Engineering Degrees.

47. Empirical Analysis of the Use of the VISIR Remote Lab in Teaching Analog Electronics.

48. CMX: The Effects of an Educational MMORPG on Learning and Teaching Computer Programming.

49. Training Engineers for the Ambient Intelligence Challenge.

50. A Novel Web-Based Approach for Visualization and Inspection of Reading Difficulties on University Students.