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1. FILM CATALOG. UNIVERSITY OF SOUTHERN CALIFORNIA, 1965-66.

2. The Appalachian Region: A Data Overview from the 2018-2022 American Community Survey. Chartbook

3. Navigating the Digital Frontier: Exploring Opportunities and Challenges in the Integration of Technology in Higher Education

4. Live-Streaming Performance in Inquiry-Based Science Learning with Action: Teachers' Perspectives

5. Constructivist Beliefs and the Attitudes towards Computers as Predictors of Classroom Technology Use Amongst Pre-Service Teachers

6. Trash-Talking versus Toxicity: An Analysis of /All Chat Exchanges between Southeast Asian Players of an Online Competitive Game

7. Examination of Cybersecurity in Open and Distance Learning within the Scope of Technical Support Services

8. Examining the E-Learning Attitudes of Indonesian Students during the COVID-19 Pandemic

9. Mindfulness in a Digital Math Learning Game: Insights from Two Randomized Controlled Trials

10. Eight-Year-Olds' Naïve and Acquired Knowledge about Computer Viruses: A Mixed Methods Study

11. Computer Vision Analysis of Caregiver-Child Interactions in Children with Neurodevelopmental Disorders: A Preliminary Report

12. Empowering STEAM Activities with Artificial Intelligence and Open Hardware: The BitDogLab

13. How Learners' Visuospatial Ability and Different Ways of Changing the Perspective Influence Learning about Movements in Desktop and Immersive Virtual Reality Environments

14. Digitally Prepared for Success? Technology Skills of Incoming First-Year College Students

15. Do Different Devices Perform Equally Well with Different Numbers of Scale Points and Response Formats? A Test of Measurement Invariance and Reliability

16. Teachers' Digital Technology Competencies for Use in Distance Education in Schools

17. Deployment of Offline Learning Management Systems: Comparing the Performance of Selected Micro-Servers in Tanzania

18. Content Analysis of Music Education Studies Related to Augmented Reality Technology

19. Pre-Service Science Teachers' E-Learning Styles

20. Educational and Social Impact of Computing Devices for Children with Autism Spectrum Disorder (ASD)

21. Creation of Educational Innovations through Cloud-Based Constructivism and Connectivism Learning for Undergraduates

22. Blended Teaching Online According to the Super Star Learning Pass Model on Basic Computer Application for Shunde Technical Vocational College

23. The System of Distance Learning in the Scientific and Engineering Staff Training

24. Identifying Factors Encouraging University Students to Play Computer Games

25. Proceedings of the International Association for Development of the Information Society (IADIS) International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA) (20th, Madeira Island, Portugal, October 21-23, 2023)

26. Using Scratch to Teach Coding in Massive Online Open Courses: A Systemic Analysis

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

28. Scoring Essays on an iPad Versus a Desktop Computer: An Exploratory Study. Research Report. ETS RR-22-08

29. Digital Degrowth: Toward Radically Sustainable Education Technology

30. An Alternative Approach to Ontology-Based Curriculum Development in Higher Education

31. Digital Fluency -- A Dynamic Capability Continuum

32. Effects of Internet Connection Quality and Device Compatibility on Learners' Adoption of MOOCs

33. Where Scrollbars Are Clicked, and Why

34. The Smaky School Computer. Technology and Education in the Ruins of Switzerland's Watch Industry, 1973-1997

35. Using Debugging as a Platform for Transdisciplinary Learning

36. Catchii: Empowering Literature Review Screening in Healthcare

37. Controller Effect in Online Laboratories--An Overview

38. The Richer, the Better? Effects of Combining Seductive and Interpretational Visuals in Computer-Based Learning

39. The Impact of Goal Assignment in a Game-Based Learning Environment

40. A Novel Optimization Based Deep Learning with Artificial Intelligence Approach to Detect Intrusion Attack in Network System

41. An Evaluation of Game-Based Computer Science Course Designs: The Example of MinecraftEdu

42. Ok Google, Help Me Learn: An Exploratory Study of Voice-Activated Artificial Intelligence in the Classroom

43. How Can Self-Evaluation and Self-Efficacy Skills of Young Learners be Scaffolded in a Web Application?

44. Exploring the Metaphoric Nature of Programming Teachers' Reflections on Action -- A Case Study with Teaching in Mind

45. Data Recording of Seizures in Children with Autism Spectrum Disorder: Description and Social Validation of Computer-Assisted Measurement

46. 'ML-Quest': A Game for Introducing Machine Learning Concepts to K-12 Students

47. A Flipped Remote Lab: Using a Peer-Assessment Tool for Learning 3-D Modeling

48. Modelling Typing Disfluencies as Finite Mixture Process

49. Towards a Framework for a Nation-Wide Implementation of Augmented, Virtual and Mixed Reality in K-12 Technical and Vocational Education

50. Automated Extraction of Revision Events from Keystroke Data

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