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2. Add on digital cartoon video versus paper based counselling for medication adherence in hypertensive patients followed at a referral hospital in Yaoundé (Cameroon): a randomized control trial. (e-Adherence study)
3. Improvised progressive model based on automatic calibration of difficulty level: A practical solution of competitive-based examination
4. Pilot study on the digitalization of the national qualification exam for Korean engineers
5. From crisis to opportunity: practices and technologies for a more effective post-COVID classroom
6. Empowering first graders with computer-based training to master pre-reading skills and bridge the learning gap
7. Design of a future scenarios toolkit for an ethical implementation of artificial intelligence in education
8. The impact of teachers' perceptions of the effectiveness of formal and informal technology learning on technology usage intentions
9. Integrating AI chatbots into the metaverse: Pre-service English teachers’ design works and perceptions
10. Effect of students’ deep learning in virtual venue environment: a meta-analysis based on 45 experiments and quasi-experiments at home and abroad
11. An architecture to intertwine augmented reality and intelligent tutoring systems: towards realizing technology-enabled enhanced learning
12. Bloom’s IoT Taxonomy towards an effective Industry 4.0 education: Case study on Open-source IoT laboratory
13. Sustainability education in information systems’ curricula: A conceptual research framework
14. Investigating teachers’ technological pedagogical content knowledge in teaching mathematics in Rwanda secondary schools
15. A model for enhancing creativity, collaboration and pre-professional identities in technology-supported cross-organizational communities of practice
16. Applications of deep learning method of artificial intelligence in education
17. Towards an assessment model of college students’ computational thinking with text-based programming
18. Evaluating support systems and interface efficiency in Hour of Code’s Minecraft Adventurer
19. Putting the flesh on the bones: using a fishbone digital learning design method to align educational objectives
20. Test-takers’ adaptability to computerized language testing in China: taking Test for English Majors as an example
21. Gamifying science education: How board games enhances engagement, motivate and develop social interaction, and learning
22. Automated feedback for participants of hands-on cybersecurity training
23. Mathematics intelligent tutoring systems with handwritten input: a scoping review
24. An advanced modeling approach to examine factors affecting preschool children’s phonological and print awareness
25. Student fatigue and its impact on teaching effectiveness based on online teaching
26. A Context-based Question Selection Model to Support the Adaptive Assessment of Learning: A study of online learning assessment in elementary schools in Indonesia
27. A comprehensive analysis of the role of artificial intelligence in aligning tertiary institutions academic programs to the emerging digital enterprise
28. Game-based learning and underachieving students: Replacing the traditional paradigm in Montenegro?
29. Can perceived social support influence academic achievement of master’s students? —— Evidence from a University in China
30. How do we learn in and from Hackathons? A systematic literature review
31. The evolution of IoT education within an IT curriculum
32. Modeling the structural relationships among Chinese secondary school students’ computational thinking efficacy in learning AI, AI literacy, and approaches to learning AI
33. A decade of research into the application of big data and analytics in higher education: A systematic review of the literature
34. Impact of collaboration with ICT industry partners on secondary students’ knowledge, attitudes, and IT competence
35. Confronting bullying in the digital age: Role of Extended Reality
36. Detecting AI assisted submissions in introductory programming via code anomaly
37. Development and evaluation of a modular experiential learning curriculum for promoting AI readiness
38. Learning behavior feature fused deep learning network model for MOOC dropout prediction
39. Enhancing the online student experience through the application of Universal Design for Learning (UDL) to research methods learning and teaching
40. Was humpty dumpty right?: Towards a functional definition of e-learning
41. Emerging Digital Practices Supporting Student-Centered Learning Environments in Higher Education: A Review of Literature and Lessons Learned from the Covid-19 Pandemic
42. Investigation of distance education students’ experiences on content-integrated social interactions
43. Student teachers’ perceptions of flipped classroom in EFL teacher education
44. Teachers’ negotiation of the cross-curricular concept of student digital competence
45. Identifying how classroom teachers develop presence online: breaking the fourth wall in online learning
46. Efficacy of micro credential learning spaces in developing students’ twenty-first century skills: Towards graduate work readiness
47. Mobile-assisted English learning beyond the classroom: Understanding the effects of language proficiency on Chinese undergraduate students’ behavioral engagement
48. The impact of social media as an instructional tool in Japanese culture teaching
49. Impact of computational intelligence short videos on audience psychological behavior
50. The factors influencing the continuance intention of MOOCs: The perspective of socio-technical approach
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