44 results on '"Nadolski, Rob"'
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2. Students’ and Teachers’ Perceptions of the Usability and Usefulness of the First Viewbrics-Prototype: A Methodology and Online Tool to Formatively Assess Complex Generic Skills with Video-Enhanced Rubrics (VER) in Dutch Secondary Education
3. Pe(e)rfectly Skilled
4. Gamebrics: Integrating Analytical Rubrics into Serious Games to Teach Analytical Skills
5. Efficient Software Assets for Fostering Learning in Applied Games
6. Facilitating Peer Interaction Regulation in Online Settings: The Role of Social Presence, Social Space and Sociability
7. Improved Multimodal Emotion Recognition for Better Game-Based Learning
8. Study Design and Data Gathering Guide for Serious Games' Evaluation
9. Rubric formats for the formative assessment of oral presentation skills acquisition in secondary education
10. Acquiring 21st Century Skills: Gaining Insight into the Design and Applicability of a Serious Game with 4C-ID
11. FILTWAM and Voice Emotion Recognition
12. Learning Analytics in Serious Gaming: Uncovering the Hidden Treasury of Game Log Files
13. Evaluating the Effectiveness of Personalised Recommender Systems in Learning Networks
14. How to Set Up Simulations for Designing Light-Weight Personalised Recommender Systems
15. Individualised Navigation Services in Learning Networks
16. Video‐enhanced or textual rubrics: Does the Viewbrics' formative assessment methodology support the mastery of complex (21st century) skills?
17. Educational Professional Awareness Game Measure
18. Serious game in introductory psychology for professional awareness: Optimal learner control and authenticity
19. Video-or text-based rubrics: What is most effective for mental model growth of complex skills within formative assessment in secondary schools?
20. MINI GAMES FOR PROFESSIONAL AWARENESS IN INTRODUCTORY PSYCHOLOGY
21. Communication skills training exploiting multimodal emotion recognition
22. Retrospective cognitive feedback for progress monitoring in serious games
23. Content validity of game-based assessment: case study of a serious game for ICT managers in training
24. Data Fusion for Real-time Multimodal Emotion Recognition through Webcams and Microphones in E-Learning
25. Towards real-time speech emotion recognition for affective e-learning
26. Study Design and Data Gathering Guide for Serious Games’ Evaluation
27. Interface design for digital courses
28. Deploying Serious Games for Management in Higher Education: lessons learned and good practices
29. Implications of Learning Analytics for Serious Game Design
30. Serious Gaming Analytics: What Students´ Log Files Tell Us about Gaming and Learning
31. Towards multimodal emotion recognition in e-learning environments
32. Architectures for Developing Multiuser, Immersive Learning Scenarios
33. FILTWAM - A Framework for Online Affective Computing in Serious Games
34. Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills
35. CopperCore service integration
36. EMERGO: A methodology and toolkit for developing serious games in higher education
37. Combining social-based and information-based approaches for personalised recommendation on sequencing learning activities
38. Process support in learning tasks for acquiring complex cognitive skills in the domain of law
39. Developing an approach for Learning Design Players
40. Optimizing the number of steps in learning tasks for complex skills
41. Development of an Instrument for Measuring the Complexity of Learning Tasks
42. Use of ICT in the training of legal skills
43. Cueing for Schema Construction: Designing Problem-Solving Multimedia Practicals
44. A model for optimizing step size of learning tasks in competency-based multimedia practicals
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