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Your search keyword '"Bacon, Liz"' showing total 152 results

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51. Developing an educational game to support cognitive learning

55. An Online Game-Based Learning System for STEM Knowledge and Role Models - the Masters of STEM Project.

57. Computer Science Education and its Impact on Society.

58. Extending the Design of Games for e-Learning to Include Affective Computing Elements.

59. A Flexible Framework for Metacognitive Modelling and Development.

67. Implications of Affective Computing for Computer Science Education.

69. Serious Games - An Attractive Approach To Improve Awareness

70. Impact of metacognitive awareness on learning in technology enhanced learning environments

71. Serious games - An attractive approach to improve awareness

72. Enhancing similarity measures and context provision for the intelligent monitoring of business processes in CBR-WIMS

73. An investigation of digital games features that appeal to young females and males

74. The future of women in technology: challenges and recommendations

75. Gender Differences and Digital Learning Games – One Size Does not fit all

76. Female Under-Representation in Computing Education and Industry - A Survey of Issues and Interventions

77. An Investigation Of Digital Games Features That Appeal To Young Females And Males

78. An Investigation Of Digital Games Features That Appeal To Young Females And Males

79. Female Under-Representation in Computing Education and Industry - A Survey of Issues and Interventions

80. Gender Differences and Digital Learning Games – One Size Does not fit all

81. Vive La Revolution.

82. Editorial.

83. Cyborg versus Avatar.

84. Examining the impact of social media engagement on students' motivation in MOOCs

85. A study into the characteristics of game-based learning software that appeal to 11-14 year old girls

86. Empirical evidence that proves a serious game is an educationally effective tool for learning computer programming constructs at the computational thinking level

87. Intelligent monitoring of business processes using case-based reasoning

88. The use of tagging to support the authoring of personalisable learning content

89. Design, development and evaluation of technology enhanced learning environments : learning styles as an evaluation tool for metacognitive skills

90. Impact of learner control on learning in adaptable and personalised e-learning environments

91. Resolving Sluices in Urdu

100. Context Sensitive Gestures

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