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1. Feedback Is a Gift: Do Video-Enhanced Rubrics Result in Providing Better Peer Feedback than Textual Rubrics?

3. Pe(e)rfectly Skilled: Underpinnings of an Online Formative Assessment Method for (Inter)Active and Practice-Based Complex Skills Training in Higher Education (HE)

4. Rubric Formats for the Formative Assessment of Oral Presentation Skills Acquisition in Secondary Education

5. Video-Enhanced or Textual Rubrics: Does the Viewbrics' Formative Assessment Methodology Support the Mastery of Complex (21st Century) Skills?

6. Serious Game in Introductory Psychology for Professional Awareness: Optimal Learner Control and Authenticity

7. Gamebrics: Design, implementation and practical evaluation of analytical rubrics in serious game play.

8. Retrospective Cognitive Feedback for Progress Monitoring in Serious Games

9. Content Validity of Game-Based Assessment: Case Study of a Serious Game for ICT Managers in Training

10. Communication Skills Training Exploiting Multimodal Emotion Recognition

11. Towards Real-Time Speech Emotion Recognition for Affective E-Learning

12. Towards Multimodal Emotion Recognition in E-Learning Environments

13. Architectures for Developing Multiuser, Immersive Learning Scenarios

14. Scripted Collaboration in Serious Gaming for Complex Learning: Effects of Multiple Perspectives when Acquiring Water Management Skills

15. Effects of the ISIS Recommender System for Navigation Support in Self-Organised Learning Networks

16. Competence Description for Personal Recommendations: The Importance of Identifying the Complexity of Learning and Performance Situations

17. EMERGO: A Methodology and Toolkit for Developing Serious Games in Higher Education

18. CopperCore Service Integration

19. Process Support in Learning Tasks for Acquiring Complex Cognitive Skills in the Domain of Law

20. Optimizing The Number Of Steps In Learning Tasks For Complex Skills

21. Development of an Instrument for Measuring the Complexity of Learning Tasks

23. A Model for Optimizing Step Size of Learning Tasks in Competency-based Multimedia Practicals.

24. Use of ICT in the training of legal skills.

25. Facilitating Peer Interaction Regulation in Online Settings: The Role of Social Presence, Social Space and Sociability.

26. Deploying Serious Games for Management in Higher Education: Lessons Learned and Good Practices.

27. D8.3 – First RAGE Evaluation Report

28. Preface

29. MS8 - First Pilot Validation Instruments

30. D4.2 – Full Design Document

31. D8.1 - RAGE Evaluation Framework and Guidelines

32. Mini Games for Professional Awareness in Introductory Psychology

33. Improved Multimodal Emotion Recognition for Better Game-Based Learning

34. Learning analytics in serious gaming: uncovering the hidden treasury of game log files

35. Implications of learning analytics for serious game design

36. Multimodal emotion recognition as assessment for learning in a game-based communication skills training

37. Multimodal Emotion Recognition for Assessment of Learning in a Game-Based Communication Skills Training

38. Deliverable 9.7 - GALA Dissemination Report 4

39. GALA brand and resources transfer plan

40. Self-Debriefing or Teacher-Debriefing on a Game for Learning IT Communication Skills?

41. Learning Analytics and Assessment in Serious Games

42. Masters in Serious Games Curriculum Framework

43. Study Design and Data Gathering Guide for Serious Games’ Evaluation

44. Deliverable 9.7 - GALA Dissemination Report 3

45. GALA Dissemination Report 2, Deliverable 9.6

47. OpenScout: Competence based management education with community-improved open educational resources

48. Effects of the ISIS Recommender System for navigation support in self-organised Learning Networks

49. Simulating light-weight Personalised Recommender Systems in Learning Networks: A case for Pedagogy-Oriented and Rating-based Hybrid Recommendation Strategies

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