47 results
Search Results
2. AIS Adoption Challenges: The Role of Interactions Between Humans and Artificial Intelligence in Adoption of Adaptive Learning
3. Impact of the Implementation of Resources with Augmented Reality in Education
4. Research on the Construction of Graphical Data Intelligence Education Driven by Digital Intelligence Integration
5. Using Cooperative Multi-agent Systems to Support the Generation of Student Learning Profiles in the Deep Dive Land Bridge System
6. Transformer-Based Automated Content-Standards Alignment: A Pilot Study
7. Technology-Enhanced Instruction into Extensive L2 Academic Reading for Specific Purposes Within the ESP/ESAP Course for Postgraduate Language Pedagogy Students
8. User Awareness and Privacy Regarding Instant Games on Facebook
9. Culture-Centered ICT Guidelines for Southeast Asian Secondary Schools
10. An Exploratory Study on Game Developer Needs and Game Studio Challenges
11. Research on Innovative Design of STEAM Children’s Educational Toys Based on Interaction Design
12. The Roles of Instructional Agents in Human-Agent Interaction Within Serious Games
13. How Good is your Drawing? Quantifying Graphomotor Skill Using a Portable Platform
14. SwaPS: A Method for Efficiently Relearning
15. Servants, Friends, or Parents? the Impact of Different Social Roles in the Social Web of Things on User Experience
16. Digital Mediation in English for Specific Purposes Through the Use of Today’s Favourite: Netflix
17. Educational Quality in Virtuality During the Covid 19 Pandemic in Colombia
18. Portraits of a Killer: Visual Expressions of Patient/Parent Expertise on Social Media
19. Comparing the Effectiveness of Instructor-Led Versus Video-Based Learning Methods for Online Website Accessibility Training
20. Engaging Serious Games for Energy Efficiency
21. Research on Experience Design of Social Reading Platforms Based on Social Presence Theory
22. e-Participation as Mediated Ecosystem? A Case Study on Municipalities of St. Petersburg, Russia
23. Geolocation Detection Approaches for User Discussion Analysis in Twitter
24. Sports Journalism: Its Global Future in the Age of Digital Media
25. Continuance Usage of Online-Merge-Offline (OMO) Educational Services: An Empirical Study
26. Bibliometric Analysis of Existing Knowledge on Digital Transformation in Higher Education
27. Traditional Face-to-Face Educational Modality vs. Remote Face-to-Face: Its Impact on Academic Performance in the Context of the Covid 19 Pandemic
28. Evaluation of the Effect of Voice Technology in a Game Teaching E-Book on English Learning
29. Digital Τraces of News Media Public on Facebook: Comparing Estonian and Latvian Russophone Publics
30. How Design Helps STEM Education Curriculum Achieve Interdisciplinary Goals
31. What Makes Online-Merge-Offline (OMO) Education Succeed? A Holistic Success Model
32. Privacy and Data Protection in COVID-19 Contact Tracing Apps: An Analysis from a Socio-Technical System Design Perspective
33. Antecedents and Consequences of Information Cocoon Awareness in Short-Form Video APPs: An Information Ecology Perspective
34. Gender and Culture Differences in Perception of Deceptive Video Filter Use
35. Building the “Complete Game”: An Overview Study of a Development Strategy for Geo AR Mobile Games
36. Adaptive Instruction: A Case Study of Gamified Practice and Testing in a Large Introductory Psychology Course
37. Hints of Advertising Digital Literacy: Fragments of Media Discourses
38. Servitization Through VR Serious Games: From Manufacturing to Consumer Electronics
39. Proposal of Sound-Color Sensory Discrimination Method Considering Periodic Fluctuation of Cerebral Blood Flow
40. The Moderator of Gamification of Physical Activities in Older Adults
41. The Content Improvement Service: An Adaptive System for Continuous Improvement at Scale
42. A Framework Design of Children’s Educational APP Based on Metacognitive Theory
43. User Experience Design for Automatic Credibility Assessment of News Content About COVID-19
44. Persona Finetuning for Online Gaming Using Personalisation Techniques
45. The Research on User Use of Social Media in China Mobile Based on Self-image Construction
46. Development and Evaluation of a Learning Analytics Dashboard for Moodle Learning Management System
47. Can Gamification Improve User Experience (UX) of Servitization in the Financial and Construction Sector?
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.