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1. Using Simplified English to Identify Potential Problems for Non-Native Speakers in the Language of Engineering Examination Papers

2. Didactic Strategies for the Understanding of the Kalman Filter in Industrial Instrumentation Systems

3. Self-Regulation as a Basic Element of the Professional Culture of Engineers

4. Instruction Tools for Signal Processing and Machine Learning for Ion-Channel Sensors

5. Potential of the Cogex Software Platform to Replace Logbooks in Capstone Design Projects

6. Design Divergence Using the Morphological Chart

7. Student Response Systems: A Multidisciplinary Analysis Using Visual Analytics

8. Lifelong and Lifewide Learning for the Perpetual Development of Expertise in Engineering

9. Software Quality Methodology to Train Engineers as Evaluators of Information Systems Development Tools

10. 3D Game-Based Learning System for Improving Learning Achievement in Software Engineering Curriculum

11. Putting ECD into Practice: The Interplay of Theory and Data in Evidence Models within a Digital Learning Environment

12. Using Academia-Industry Partnerships to Enhance Software Verification & Validation Education via Active Learning Tools

13. Interdisciplinary Team-Teaching Experience for a Computer and Nuclear Energy Course for Electrical and Computer Engineering Students

14. Never Far from Shore: Productive Patterns in Physics Students' Use of the Digital Learning Environment 'Algodoo'

15. PT Anywhere: A Mobile Environment for Practical Learning of Network Engineering

16. Developing an Aquaponics System to Learn Sustainability and Social Compromise Skills

17. Use of a Mobile Application to Help Students Develop Skills Needed in Solving Force Equilibrium Problems

18. eLearning Hands-On: Blending Interactive eLearning with Practical Engineering Laboratory

19. A Didactic Activity for Introducing Design and Optimization of Experiments Assisted by Revised Bloom's Taxonomy

20. Instructional Strategies to Promote Student Strategic Thinking When Using SolidWorks

21. A Platform Independent Game Technology Model for Model Driven Serious Games Development

22. Teaching Reform of Course Group Regarding Theory and Design of Mechanisms Based on MATLAB Technology

23. Software Engineering Frameworks: Textbooks vs. Student Perceptions

24. Acquiring Software Project Specifications in a Virtual World

25. Design and Validation of a Web-Based System for Assigning Members to Teams Using Instructor-Specified Criteria

26. Balancing Theory and Practical Work in a Humanoid Robotics Course

27. Plate Reader Compatible 3D-Printed Device for Teaching Equilibrium Dialysis Binding Assays

28. Are Their Designs Iterative or Fixated? Investigating Design Patterns from Student Digital Footprints in Computer-Aided Design Software

29. Enhancing Automatic Control Learning through Arduino-Based Projects

30. On Quality and Measures in Software Engineering

31. (Position Paper) Applying software engineering methods and tools to CSE research projects.

32. Using Social Media to Facilitate Knowledge Transfer in Complex Engineering Environments: A Primer for Educators

33. Sending Learning Pills to Mobile Devices in Class to Enhance Student Performance and Motivation in Network Services Configuration Courses

34. A Capstone Course on Agile Software Development Using Scrum

35. The Issue of (Software) Plagiarism: A Student View

36. Is Chinese Software Engineering Professionalizing or Not?: Specialization of Knowledge, Subjective Identification and Professionalization

37. Reverse Engineering Course at Philadelphia University in Jordan

38. Using Software Simulators to Enhance the Learning of Digital Logic Design for the Information Technology Students

39. Teaching Behavioral Modeling and Simulation Techniques for Power Electronics Courses

40. An Approach to Average Modeling and Simulation of Switch-Mode Systems

41. A Team Building Model for Software Engineering Courses Term Projects

42. The Design and Development of a Computerized Tool Support for Conducting Senior Projects in Software Engineering Education

43. The Advancement in Using Remote Laboratories in Electrical Engineering Education: A Review

44. Evaluation of a Game to Teach Requirements Collection and Analysis in Software Engineering at Tertiary Education Level

45. Software Engineering Infrastructure in a Large Virtual Campus

46. 'Knowledge Workers' as the New Apprentices: The Influence of Organisational Autonomy, Goals and Values on the Nurturing of Expertise

47. Reverse Engineering and Software Products Reuse to Teach Collaborative Web Portals: A Case Study with Final-Year Computer Science Students

48. E-Learning in Engineering Education: A Theoretical and Empirical Study of the Algerian Higher Education Institution

49. Bridging CALL & HCI: Input from Participatory Design

50. Factors that Influence First-Career Choice of Undergraduate Engineers in Software Services Companies: A South Indian Experience