116 results on '"Rosmansyah, Yusep"'
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2. A Simple Model of Smart Learning Environment
3. An interactive mobile three-dimensional virtual laboratory for learning ear anatomy.
4. A learning service computing model in Computer-Supported Collaborative Learning (CSCL)
5. Using gamification for engaging surveyors: a case study in Statistics Indonesia
6. A 3D Multiuser Virtual Learning Environment for Online Training of Agriculture Surveyors
7. Historical Analysis of Interactive Gamification Research: A Literature Review with Kuhn and Lakatos’ Approaches
8. Predicting University Student Graduation Using Academic Performance and Machine Learning: A Systematic Literature Review
9. Feedback System in Educational Games: A Systematic Literature Review.
10. Soft-demodulation of QPSK and 16-QAM for turbo coded WCDMA mobile communication systems
11. A Systematic Literature Review on Digital Transformation in Higher Education: Revealing Key Success Factors
12. Link Prediction in Educational Graph Data to Predict Elective Course using Graph Convolutional Network Model
13. Digital Transformation in Secondary Schools: A Systematic Literature Review
14. A Systematic Literature Review of Gamification for Children: Game Elements, Purposes, and Technologies
15. The Use of Cloud Firestore For Handling Real-time Data Updates: An Empirical Study of Gamified Online Quiz
16. A Systematic Literature Review on Virtual Laboratory for Learning
17. Immersive Intelligent Tutoring System for Remedial Learning Using Virtual Learning Environment
18. Conceptual Framework for the Development of IoT based Virtual Laboratory for Learning
19. Automated Short-Answer Grading using Semantic Similarity based on Word Embedding
20. Features, Frameworks, and Benefits of Gamified Microlearning: A Systematic Literature Review
21. Rancang Bangun Aplikasi Mobile Virtual Tour Menggunakan Foto 360° dengan Objek Penelitian Museum Nasional
22. A systematic review of virtual reality application in anatomy studies
23. Framework untuk Mendesain Sistem Massive Open Online Courses (MOOCs) untuk Universitas di Indonesia
24. Definitions, Features, and Technologies on Classroom Response Systems: A Systematic Literature Review
25. Impersonation Attack-Defense Tree
26. An intelligent agent model for learning group development in the digital learning environment: A systematic literature review
27. PERANCANGAN SISTEM INFORMASI MENTORING DENGAN KONSEP SOFTWARE AS A SERVICE (SAAS)
28. Development of online learning groups based on MBTI learning style and fuzzy algorithm
29. A systematic review of virtual reality application in anatomy studies.
30. An Attack-Defense Tree on e-Exam System
31. E-Marketplace Prototype for Tailor and Confection SMEs in Indonesia
32. Development of a Web-based Microlecture Mobile Learning System
33. SmartEdu: Dedicated Online Learning Evaluation Device Based on Android Smartphone
34. Serious Games for Children: A Systematic Literature Review
35. Problem Based Learning Using Gamification: A Systematic Literature Review
36. Serious Game on Mobile Learning: A Systematic Literature Review
37. A Systematic Literature Review on Virtual Reality for Learning
38. A Systematic Literature Review on Adaptive Gamification: Components, Methods, and Frameworks
39. Personalized Blended Mobile Learning Framework for the Koran Memorization Process
40. Topic Discovery of Online Course Reviews Using LDA with Leveraging Reviews Helpfulness
41. Exploratory Study of a Smart System Framework for Educational Process with Gamification: Case Study - Schools in Indonesia
42. Selection of Learning Materials Based on Students’ Behaviors in 3DMUVLE
43. PERANCANGAN APLIKASI MULTIMEDIA DENGAN MENGGUNAKAN HIDDEN MARKOV MODEL UNTUK MENENTUKAN GAYA BELAJAR
44. Web Server Farm Design Using Personal Computer (PC) Desktop
45. Gamified mobile micro-learning framework: A case study of civil service management learning
46. A learning analytics tool for monitoring and improving students' learning process
47. A 3D multiuser virtual learning environment and learning management system
48. Functionality design of enterprise service bus (ESB) as middleware on the smart educational service computing system platform
49. Knowledge based recommender system and web 2.0 to enhance learning model in junior high school
50. Mobile learning with gamification for Alquran memorization
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