197 results on '"SWACHA, JAKUB"'
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52. Models of Sustainable Software: A Scoping Review
53. A Mobile Game for Learning Programming: Students Reactions in view of their Attitudes, Experiences and Expectations
54. Towards an Online Learning Community on Digitalization in Tourism
55. Graph Analysis Using Fast Fourier Transform Applied on Grayscale Bitmap Images
56. Three Dimensions of Science: A Web Tool for 3D Visualization of Scientific Literature
57. Techniques for Specialized Data Compression
58. Measuring and Managing the Economics of Information Storage
59. FGPE Gamification Service:A GraphQL Service to Gamify Online Education
60. An Open-Source Gamified Programming Learning Environment (Short Paper)
61. An Open-Source Gamified Programming Learning Environment (Short Paper)
62. An Open-Source Gamified Programming Learning Environment (Short Paper)
63. Online Teaching in the Times of COVID-19 and the Change in Work Time Distribution of Faculty Members.
64. A mobile game for learning programming: students' reactions in view of their attitudes, experiences and expectations
65. The efficient storage of text documents in digital libraries
66. Introducing Sustainable Development Topics into Computer Science Education: Design and Evaluation of the Eco JSity Game
67. A Roadmap to Gamify Programming Education
68. Polish Python: A Short Report from a Short Experiment
69. Yet Another Programming Exercises Interoperability Language (Short Paper)
70. Yet Another Programming Exercises Interoperability Language (Short Paper)
71. Yet Another Programming Exercises Interoperability Language (Short Paper)
72. A Roadmap to Gamify Programming Education
73. Polish Python: A Short Report from a Short Experiment
74. An Interactive Serious Mobile Game for Supporting the Learning of Programming in JavaScript in the Context of Eco-Friendly City Management
75. FGPE AuthorKit A Tool for Authoring Gamified Programming Educational Content
76. Application Programming Interface for the Cloud-Based Management of Gamified eGuides
77. GEdIL—Gamified Education Interoperability Language
78. Combining Efficient XML Compression with Query Processing
79. SELECTION OF STUDENT RESPONSE SYSTEM FOR GAMIFICATION AT THE HIGHER EDUCATION LEVEL
80. STUDENTS’ ATTITUDE TO GAMIFICATION OF EDUCATION DEPENDING ON THEIR PRIOR EXPERIENCE
81. ASSESSING STUDENTS’ CONFIDENCE IN MULTIPLE- AND SINGLE-CHOICE TESTS
82. Visual Rule Editor for E-Guide Gamification Web Platform
83. Towards a Framework for Gamified Programming Education
84. Architecture of a Dispersed Gamification System for Tourist Attractions
85. Exercise Solution Check Specification Language for Interactive Programming Learning Environments
86. Museum Apps Investigated: Availability, Content and Popularity.
87. DEVELOPMENT AND EVALUATION OF AN INTERACTIVE PYTHON COURSE
88. DETECTING PLAGIARISM IN SHORT SOLUTIONS OF PROGRAMMING EXERCISES
89. Towards a Generic eGuide Gamification Framework for Tourist Attractions
90. A Cloud-Based Service for Gamification of eGuides
91. Dilemmas of construction of gamification management system for tourist attractions
92. Cross-border collaboration for innovation in tourism: The case of oceanographic museums
93. Exercise Solution Check Specification Language for Interactive Programming Learning Environments
94. Project Management and Communication Software Selection Using the Weighted Regularized Hasse Method
95. Interactive Multimedia Guides: a Visitor Evaluation
96. Concept of a web platform for knowledge exchange among tourist attraction managers
97. Design patterns for gamification of work
98. Gamification in Enterprise Information Systems: What, Why and How
99. Graphical analysis of educational data using Python
100. INNOWACYJNOŚĆ I KONKURENCYJNOŚĆ PRZEDSIĘBIORSTW POLSKIEGO SEKTORA TECHNOLOGII INFORMACYJNYCH NA TLE EUROPEJSKICH LIDERÓW
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