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1. Accessibility in MOOCs: the stakeholders’ perspectives

2. The pedagogical design of a badged open course on the ‘Scholarship of Teaching and Learning in STEM'

3. Designing assessment for academic integrity

4. Role Of Digital Health Wearables In The Wellbeing And Quality Of Life Of Older People And Carers

5. Virtual Reality in education and for employability

6. Educational Affordances of Mobile Virtual Reality

7. Virtual reality in education

8. Auditing the Accessibility of Massive Open Online Courses (MOOCs)

9. What do MOOC providers think about accessibility?

10. Virtual reality for employability skills

11. Investigating the role of wearable activity-tracking technologies in the well-being and quality of life of people aged 55 and over

12. What are the Expectations of Disabled Learners when Participating in a MOOC?

14. Google expeditions and fieldwork: friends or foes?

15. Digital inclusion: opportunities for older people

16. Social isolation and loneliness in people aged 55 and over in Milton Keynes: developing an action plan

17. Role of wearable activity-tracking technologies in the well-being and quality of life of people aged 55 and over

18. Social isolation and loneliness in people aged 55 and over in the UK

19. Navigation and wayfinding in learning spaces in 3D virtual worlds

20. Social isolation and loneliness in people aged 55 and over in Milton Keynes: the way forward

22. Pedagogical advantages of 3D virtual field trips and the challenges for their adoption

23. Exploring the affordances of virtual fieldwork in a multi-user, 3-D digital environment

24. Digital technologies for doctoral dialogues at a distance

25. A 3D virtual geology field trip in Unity

26. Conducting empirical research with older people

27. 3D virtual geology field trips: opportunities and limitations

28. Older people and online social interactions: an empirical investigation

29. Role of the educator in social software initiatives in Further and Higher Education:a conceptualisation and research agenda

30. Conducting empirical research in virtual worlds

31. Interaction design and usability of learning spaces in 3D multi-user virtual worlds

32. Bringing educators and students into Second Life: Design of socialisation and skills development activities

33. Designing learning activities in Second Life for student engagement

34. Realism or non-realism: Design of learning spaces in Second Life

35. Wikis supporting authentic, collaborative activities: lessons from distance education

36. Combining eye tracking and conventional techniques for indications of user-adaptability

37. Learner-Centred Design and Evaluation of Web-Based E-Learning Environments

38. Exploring the total customer experience: usability evaluations of (B2C) e-commerce environments

39. Design guidelines for B2C e-commerce in virtual worlds

40. 3D virtual geology field trips: opportunities and limitations

41. Mobile virtual reality for environmental education

42. Using a wiki to facilitate learning on a Requirements Engineering course

43. Designing Ethical Assessment

44. Smart labs and social practice: social tools for pervasive laboratory workspaces: a position paper

45. Conducting empirical research in virtual worlds: experiences from two projects in Second Life

46. Role of activity monitors in adopting an active and healthy lifestyle

47. Using social media technologies for teaching and research

48. Widening disabled learners’ participation to HE through the use of MOOCs

49. Extending Science lessons with Virtual Reality

50. Investigating the influence of wearable activity - tracking technologies on behaviour change in people aged 55 and over

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