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2. The Global Apprentice: Adaptable, Versatile and a Lifelong Learner
3. Skade – A Challenge Management System for Cyber Threat Hunting
4. A Comparison of E-government Services in Education Between Developed and Emerging Economies: A Study of Nigeria and the USA
5. Towards a Platform for Higher Education in Virtual Reality of Engineering Sciences
6. A Serious Game Based on Hidden Objects for Art History in Fully Immersive Virtual Reality
7. Predicting Students Answers Using Data Science: An Experimental Study with Machine Learning
8. Social Media and Health Care: Effectiveness of Education About COVID-19 Vaccination to Improve Knowledge and Attitudes in Students
9. Strategy for Continuous Training and Methodological Exchange for Public Accounting Students Through the I-Tournament Tool and Its Contribution to Management for the Business Sector
10. Artificial Intelligence in Education in Cape Verde: Potential and Challenges
11. Archaeological Tourism in Pacto-Pichincha Based in a Tourist Educational Proposal
12. Sustainable Education and the Challenges of the Contemporary World
13. Adventure Tourism in Santo Domingo Province Based in an Educational Proposal
14. Developing a Safer Educational Environment that Preserves Users’ Privacy
15. A Dictionary-Based Concept Extraction Method for Chinese Course Knowledge
16. Survey of AI Tool Usage in Programming Course: Early Observations
17. Development of an Agent-Based Optimization Model for the Human Capital Market
18. Superfrog: Comparing Learning Outcomes and Potentials of a Worksheet, Smartphone, and Tangible AR Learning Environment
19. Teachers’ Perceptions Towards the Use of Augmented Reality Smart Glasses in Their Teaching
20. Midwifery education in Pacific Island countries: A discussion paper.
21. Delivering Education on the Sustainable Aspects of Heritage
22. How Covid-19 Affected the Slovak and Czech Mathematics and Physics Teachers’ Use of Resources
23. AI and ML in School Level Computing Education: Who, What and Where?
24. New Universal Design Heuristics for Mobile Augmented Reality Applications
25. Specializations in Software Engineering Education
26. Co-design Eco-Sustainable and Innovative Retrofit Scenarios in the University Context: The Experience of Bexlab
27. Design Thinking Seminar for the Next Generation: Comparison of Short, Medium, and Long-Term Projects
28. The Nuremberg Stations of the Cross. Enriching On-Site Experiences of a Historical Pathway by the 'FAU GeoExplorer' App
29. Internet of Things in Education: Opportunities and Challenges
30. How to Gauge Students’ Ability to Collaborate?
31. The Potential of Education and Training in Additive Manufacturing
32. Plans for a Course on the History of Mechanisms and Machine Science
33. Contextual Ontology-Based Feature Selection for Teachers
34. Flipping the Laboratory in an Academic Course on Object-Oriented Paradigm
35. A Taxonomy and Gap-Analysis in Digital Privacy Education
36. Process Mining for Analyzing Open Questions Computer-Aided Examinations
37. 'Metro Map' Illustrating the Digitalisation in Industry
38. Interpreting the Unified Theory of Acceptance and Use of Technology from the Perspective of Teachers of Higher Education Institutions in Brazil
39. AI’s Role and Application in Education: Systematic Review
40. Tribal Capstone Project Course
41. Is ChatGPT 3 Safe for Students?
42. A Systematic Review of User Experience in Motivation and Education
43. The Application of KANO Model in the Design of Children’s Interactive Educational Products
44. Metaverse, Education, and Inclusion: Integrative Review Using the PRISMA Method
45. Scratch as a Tool to Promote Computational Thinking in Technological Education
46. The Future of Learning in Romanian Schools: Examining the Transformative Impact of Gaming Technologies in Education—A Pilot Study in Bucharest
47. Development and Evaluation of a Trusted Achievement Record of Accomplishments for Students in Higher Education Using Blockchain
48. Exploring the Use of Immersive Virtual Reality Games in a Formal School Environment
49. Evaluating LightGBM Classifier for Knowledge Tracing on EdNet Dataset
50. Transediting of Children’s Literature in the Age of Technology
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