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1. The Development of Digital Content in the Metaverse Combined with Participatory Communication and Learning with Religious Leader to Enhance Students' Perception of the Community Mosque

2. Games as a Mode of Instruction in Object-Oriented Concepts

3. Differences in Student-AI Interaction Process on a Drawing Task: Focusing on Students' Attitude towards AI and the Level of Drawing Skills

4. Designing and Evaluating an Augmented Reality System for an Engineering Drawing Course

5. A Phenomenological Analysis of the Experience of Analogical Thinking in Graphic Design Elaborations

6. Can Electronic Board Increase the Motivation of Students to Study Mathematics?

7. Analyzing the Impact of Aesthetic Visual Design on Usability of E-Learning: An Emerging Economy Perspective

8. A Conceptual Framework on the Relationship of Digital Technology and Art

9. Innovative Smart Phone Learning System for Graphical Systems within COVID-19 Pandemic

10. ASIAVR: Asian Studies Virtual Reality Game a Learning Tool

11. Relating a Picture and 1000 Words: Self-Derivation through Integration within and across Presentation Formats

12. Effect of Divergent Thinking Models Based on Bitmap Graphical Sources towards Student's Achievement in Exploring Fact Essay Writing Content

13. Funny English in the Digital World

14. The Students Perspective on Using an E-Learning Platform: E-OWL

15. Digital Tools to Enrich Our Virtual Classroom for Innovative Teachers & Students

16. Project Thinking as the Basis of Design Creativity: Content and Features of Its Development among Bachelor-Designers

17. Software Engineering Education Knowledge Versus Industrial Needs

18. Using Emoji to Improve Female Students' Coherence in Writing at Qassim University

19. Can Computer-Assisted Instructions through Tailored Motion Graphics Assist in Biology Teaching and Enhance Academic Results and Science Visual Literacy in Grade 8 Biology Learners in Mauritius?

20. An Essential Change to the Training of Computer Science Teachers: The Need to Learn Graphics

21. Co-Design of a 3D Virtual Campus for Synchronous Distance Teaching Based on Student Satisfaction: Experience at the University of Almería (Spain)

22. Motion Graphic Animation Videos to Improve the Learning Outcomes of Elementary School Students

23. Construction, Identification, and Evaluation of Dengue Promotional Campaign Posters in a Language Classroom

24. 'Peer Critique' in Debate: A Pedagogical Tool for Teaching Architectural Design Studio

25. Transforming Campus Voting Drives into Interdisciplinary Service-Learning Projects

26. e-Learning Objects Designing Approach for Programming-Based Problem Solving

27. Augmented Reality in Teaching Descriptive Geometry, Engineering and Computer Graphics -- Systematic Review and Results of the Russian Teachers' Experience

28. Comparing Three Input Devices for Sketching Assignments in E-Exams in Computer Science

29. Employing Infographics Based on Tablet Applications to Improve Professional Competence in the Light of the Digital Transformation of Education Technology Specialists

30. Digital Iconography, Conflict Heritage, and the Teaching of History: The Case of the Spanish Civil War

31. Increasing Underserved Students' 3-D Modeling Skills and Self-Efficacy Using Distance Mentoring

32. Use of Augmented Reality in Social Sciences as Educational Research

33. Teachers of Students with Visual Impairments Share Experiences and Advice for Supporting Students in Understanding Graphics

34. Programming Approaches to Computational Thinking: Integrating Turtle Geometry, Dynamic Manipulation and 3D Space

35. Evaluation of the Effectiveness of a Tablet Computer Application (App) in Helping Students with Visual Impairments Solve Mathematics Problems

36. The Effect of Augmented Reality Applications in the Learning Process: A Meta-Analysis Study

37. A Lesson Plan Development Study for Higher Education Based on Needs Assessment 'Graphics and Animation in Education' Course

38. Using the Internet to Create International Experiences for Students

39. Creating Machinima (3D) and Real Life Videos in an ESP Classroom

40. A Comparative Analysis of Holographic, 3D-Printed, and Computer-Generated Models: Implications for Engineering Technology Students' Spatial Visualization Ability

41. Effectiveness of Learning with 3D-Lab on Omani Basic Education Students' Achievement, Attitudes and Scientific Thinking

42. Case Study of a Small Scale Polytechnic Entrepreneurship Capstone Course Sequence

43. The Changing Role of the Educational Video in Higher Distance Education

44. A Learning Style Comparison between Synchronous Online and Face-to-Face Engineering Graphics Instruction

45. Development of a Template Lesson Plan Based on 5e Model Enhanced with Computer Supported Applications and Conceptual Change Texts

46. The Experience of Teaching of Descriptive Geometry and Engineering Graphics in Russian Language as a Foreign Language

47. Animation Augmented Reality Book Model (AAR Book Model) to Enhance Teamwork

48. The Psychometric Toolbox: An Excel Package for Use in Measurement and Psychometrics Courses

49. NPV Sensitivity Analysis: A Dynamic Excel Approach

50. Improvement of Methodology of Teaching Natural Science for Students with Intellectual Disabilities by Means of 3D-Graphics

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