47 results on '"Milosz, Marek"'
Search Results
2. 3D INFORMATION TECHNOLOGIES IN CULTURAL HERITAGE PRESERVATION AND POPULARIZATION - A SERIES OF SEMINARS FOR MUSEOLOGISTS MADE BY COMPUTER SCIENTISTS
3. Usability Testing of e-Government Online Services Using Different Methods – a Case Study
4. Gamification in Engineering Education – a Preliminary Literature Review
5. Overseas Use of the Remote Laboratory NetLab
6. ICT STUDIES IN ENGLISH – A STUDY OF A PHENOMENON DYNAMIC AMONG KAZAKH STUDENTS
7. ADJUSTING THE UNDERGRADUATE COMPUTER SCIENCE CURRICULA TO LABOUR MARKET REQUIREMENTS BASED ON THE ACM/IEEE MODEL
8. WORLD WIDE EDUCATION OF CULTURE HERITAGE USING NEW TECHNOLOGIES – "3D DIGITAL SILK ROAD" PORTAL CASE STUDY
9. WHAT PROGRAMMING LANGUAGE SHOULD BE TAUGHT TO COMPUTER SCIENCE STUDENTS? – THAT IS THE QUESTION
10. ANALYSIS OF TRENDS IN ICT AND ITS IMPLICATION IN HIGHER EDUCATION CURRICULA
11. COMPUTER SCIENCE STUDENTS’ PERCEPTION OF ONE-SEMESTER INTERNATIONAL ACADEMIC MOBILITY – A COMPARATIVE POLISH AND KAZAKH STUDY
12. NEEDS OF KYRGYZ ICT INDUSTRY AND ACM/IEEE COMPUTING CURRICULA
13. STUDENTS’ READINESS FOR ONE-SEMESTER INTERNATIONAL ACADEMIC MOBILITY – A COMPARATIVE STUDY AMONG POLISH AND UZBEK COMPUTER SCIENCE STUDENTS
14. ANALYSIS AND IMPROVEMENT OF A NATURAL USER INTERFACE OF THE COMPUTERIZED BOARD GAME "ARCHITECTURAL JEWELS OF LUBLIN"
15. A SYSTEMATIC LITERATURE REVIEW AS A TOOL TO ANALYSE EMERGING TECHNOLOGIES – THE METHODOLOGY AND BLOCKCHAIN CASE STUDY
16. Motion Capture Technology as a Tool for Quantitative Assessment of the Rehabilitation Progress of Gait by Using Soft Orthoses
17. INTERESTS OF COMPUTER SCIENCE UNDERGRADUATE STUDENTS AND ACADEMIC TEACHERS VS. LABOR MARKET NEEDS – RESULTS OF DIPLOMA THESES TOPICS ANALYSIS
18. SHORT FORMS OF ADDITIONAL ACTIVITIES CARRIED OUT BY INDUSTRY PRACTITIONERS AT THE UNIVERSITY IN THE EYES OF COMPUTER SCIENCE STUDENTS
19. CHANGES IN THE PERCEPTION OF COMPUTER SCIENCE STUDIES IN ENGLISH BY EMPLOYERS
20. Mobile Application Usability Testing in Quasi-Real Conditions - the Synergy of Using Different Methods
21. Game-based learning efficiency — study results of using the computerised board game "Architectural Jewels of Lublin"
22. Technical aspects of museum exposition for visually impaired preparation using modern 3D technologies
23. Computer decision simulation games for logistic training of engineers
24. SCIENCE FOR EDUCATION OF SOCIETY – THE CASE OF LUBLIN SCIENCE FESTIVAL
25. LESSONS LEARNED FROM THE PROJECT OF INTERDISCIPLINARY MASTER’S STUDIES DEVELOPMENT
26. ONE-SEMESTER INTERNATIONAL ACADEMIC MOBILITY PROGRAMME IN THE EYES OF POLISH AND KYRGYZ COMPUTER SCIENCE STUDENTS – A COMPARATIVE STUDY
27. WILLINGNESS AND READINESS OF POLISH AND TAJIK STUDENTS TO STUDY COMPUTER SCIENCE IN ENGLISH
28. FORMING AN ENTREPRENEURIAL MINDSET AMONG K-12 PUPILS THROUGH BUSINESS SIMULATION GAMES
29. The use of RFID technology to control a 3D model realising the gamification paradigm
30. Pros and cons of computer science students' professional work — Research results
31. Developing and implementation of decision-making games for business education of engineering students
32. MULTI-CRITERIA SELECTION OF TOOLS TO THE TEACHING OF PROGRAMMING LANGUAGE
33. THE DESIGN THINKING APPROACH IN STUDENTS' TEAM SOFTWARE PROJECTS
34. TEMPUS PROGRAMME AND ITS INFLUENCE ON DEVELOPMENT OF EU UNIVERSITIES
35. THE JOINT SEMINARS FOR STUDENTS AND TEACHERS – AN EFFECTIVE LEARNING METHOD
36. An inexpensive environmental monitoring system with IoT agents.
37. Mobile application usability testing in quasi-real conditions
38. Reengineering of computer science curriculum according to technology changes and market needs
39. Information Models and Methods of the University's Scientific Knowledge Life Cycle Support
40. Pedagogy sharing in the PROMIS project.
41. Using Deming cycle for strengthening cooperation between industry and university in IT engineering education program
42. Contribution of international seminars on computer science to education adjustment on European IT industry market
43. Lessons learned from academic teachers training in TEMPUS ERAMIS project
44. European-Russian-central asian network of Master's degree “Informatics as a Second Competence”
45. Faculty development in the EU ERAMIS project
46. Synergy effect in GUI usability and accessibility education improvement.
47. Training sessions in a Master degree “Informatics as a Second Competence”.
Catalog
Books, media, physical & digital resources
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.