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1. Inclusive MOOC -- Educational Content for Deaf People, a Portuguese Proof of Concept

2. Inclusive Digital Learning through Serious Games: A Clipping for Inclusion

3. Applying the Quantitative Evaluation Framework Model for Ensuring the MOOC Quality

4. Post Graduations in Technologies and Computing Applied to Education: From F2F Classes to Multimedia Online Open Courses

5. Training Portuguese Teachers Using Blended Learning--A Different Approach

6. Semi-Automatic Grading of Students' Answers Written in Free Text

7. Empowering Deaf Learners: The Promise of Sign Language MOOCs.

10. The Multinational Undergraduate Teamwork Project: An Effective Way to Improve Students' Soft Skills

11. ENHANCING ACCESSIBILITY IN HIGHER EDUCATION.

12. An Inclusive Community of Practice for Cultural Heritage Tourism.

13. Accessibility of National Cultural Heritage to Deaf Tourists.

14. AN INCLUSIVE EDUCATIONAL TOOL.

15. Eco Tetris: A Serious game on Sustainability.

16. A Design Approach for Implementing 3D Educational Collaborative Virtual Environments on Virtual World Platforms.

17. Preface

18. INCLUSION THROUGH DIGITAL ARTS: CREATING A COMMUNITY OF PRACTICE.

20. Game design and the gamification of content : assessing a project for learning sign language

22. A kinect game in the VirtualSign Project: training and learning with gestures

25. Meta-Model of Serious Game Mechanics for Deaf and Blind.

26. Using games to make the process of learning sign language enjoyable and interactive

29. Recognition of hand configuration: a critical factor in automatic sign language translatio.

30. Multinational Undergraduate Team Work : Excellence in International Capstone Projects

31. Developing Undergraduate Projects in Multinational Teams to Enhance Employability

39. Serious Game on Sign Language.

41. The use of Problem Based Learning in Game Environments for Engineering Students.

42. Assessment of the Acquisition of Internationalization and Language Skills Through Games.

43. The Use of Scratch for the Development of 21st Century Learning Skills in ICT.

45. A Design Approach for Implementing 3D Educational Collaborative Virtual Environments on Virtual World Platforms.

48. Evaluation of Serious Games in Mobile Platforms with QEF: QEF (Quantitative Evaluation Framework).

49. Educational Resources for Mobile Wireless Devices: A Case Study.

50. 3D Virtual Worlds: The new Virtual Learning Environments.

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