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1. Standards for the Integration of Online Laboratories With Learning Management Systems

2. Development of Automatic Source Code Evaluation Tests Using Grey-Box Methods: A Programming Education Case Study

3. Project moveSMART: When Physical Education Meets Computational Thinking in Elementary Classrooms.

4. Changing Landscape of Technical Education Pedagogy From Traditional to Practical e-Learning.

5. Classifying Emotions and Engagement in Online Learning Based on a Single Facial Expression Recognition Neural Network.

6. Learning Analytics in the Corporate Sector: What Business Leaders Say?

7. Educational Data Virtual Lab: Connecting the Dots Between Data Visualization and Analysis.

8. Assessing Learner Facilitation in MOOC Forums: A Mixed-Methods Evaluation Study.

9. Xiao-Shih: A Self-Enriched Question Answering Bot With Machine Learning on Chinese-Based MOOCs.

10. MSocial: Practical Integration of Social Learning Analytics Into Moodle

11. Comparing Face-to-Face and Remote Educational Escape Rooms for Learning Programming

12. Optimal Leader–Follower Consensus for Constrained-Input Multiagent Systems With Completely Unknown Dynamics.

13. Role-Playing Games as a Strategy to Incorporate Social Skills in Electrical Engineering Programs [Education Corner].

14. Impact of Immersive Virtual Reality Content Using 360-Degree Videos in Undergraduate Education.

15. Application of Competitive Activities to Improve Students’ Participation.

16. The Rise and Challenges of Postpandemic Online Education.

17. Gala: An Open-Access Platform for Interactive Learning With Sustainability Case Studies.

18. Gea2: A Serious Game for Technology-Enhanced Learning in STEM.

19. Guest Editorial: Designing Technologies to Support Professional and Workplace Learning for Situated Practice.

20. Adjusting to a Distributed Collaborative Design Process During the COVID-19 Pandemic.

21. Multi-Agent Systems for the Management of Resources and Activities in a Smart Classroom.

22. Educate Back Better: A Perspective from Industry.

23. Polarity in the Classroom: A Case Study Leveraging Peer Sentiment Toward Scalable Assessment.

24. DQAMLearn: Device and QoE-Aware Adaptive Multimedia Mobile Learning Framework.

25. Online Learning With Adaptive Rebalancing in Nonstationary Environments.

26. Improving Teaching–Learning Process in MIL-STD-1553B Bus Classes Using a New Hybrid Web-Lab Methodology.

27. Exemplifying Computational Thinking Scenarios in the Age of COVID-19: Examining the Pandemic's Effects in a Project-Based MOOC.

28. A Hybrid E-Learning Recommendation Approach Based on Learners’ Influence Propagation.

29. MEUS: A Mobile E-Learning Platform for Ultrasound Image Education.

30. Self-Organized Laboratories for Smart Campus.

31. Automatic Syllabus-Oriented Remixing of Open Educational Resources Using Agent-Based Modeling.

32. Modeling Engagement in Self-Directed Learning Systems Using Principal Component Analysis.

33. Automatic Deictic Gestures for Animated Pedagogical Agents.

34. Group Optimization to Maximize Peer Assessment Accuracy Using Item Response Theory and Integer Programming.

35. e3Learning: A Dataset for Affect-Driven Adaptation of Computer-Based Learning.

36. An Adaptive Educational Web Application for Engineering Students

37. Learning by Teaching: Professional Skills and New Technologies for University Education.

38. Mulsemedia in Telecommunication and Networking Education: A Novel Teaching Approach that Improves the Learning Process.

39. Effects of New Supportive Technologies for Blind and Deaf Engineering Students in Online Learning.

40. Rotational Blended Learning in Computer System Engineering Courses.

41. Automatic Question Classifiers: A Systematic Review.

42. Deep Matrix Factorization With Implicit Feedback Embedding for Recommendation System.

43. Persuasive Technologies in m-Learning for Training Professionals: How to Keep Learners Engaged With Adaptive Triggering.

44. From Lab to Production: Lessons Learnt and Real-Life Challenges of an Early Student-Dropout Prevention System.

45. An Education Profile Model Applied in the Context of Recommender Systems.

46. MADM-Based Parametric Selection and Ranking of E-Learning Websites Using Fuzzy COPRAS.

47. Educational software-as-a-service based on JupyterHub and nbgrader running on Kubernetes

48. Pandemic-Proofing and General Development of an Electricity Distribution Course

49. The escape room as a teaching tool in the university virtual classroom: perceptions and learning results

50. On the Efficiency of Online Social Learning Networks.

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