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201. An Examination of the Effect of Common Language on the Creation of a Sense of Unity Between Organization Members in a Management Game

202. An Analysis of the Relationship Between Goal Change and Skill Improvement in the Consumption of Education Services: A Case Study of the Management Game

203. Evaluation of Distance Learning Effects on Concentration and Relaxed States by EEG and HRV

204. Topic Mapping to Support Users in Literature Search

205. E-learning Ergonomic Challenges During the Covid-19 Pandemic

206. Innovative Forms of Social Non-formal Youth Education

207. Application of Virtual Simulation Experimental System of Curtain Wall Based on Educational Transformation and Upgrading

208. Supporting Users in Review and Analysis of Academic Literature

209. Evaluation of Achievement Effect on Visual Tools for Online Teaching-Learning Program in China During the Covid-19 Pandemic

210. Online Classes: Lessons Learned During the Pandemic

211. E-learning and M-learning Benefits in the Learning Process

212. Information Competency as a Success Factor in Distance Learning

213. Teaching of Design: Emphasis on Research of Media Characteristics

214. Ergonomics of Virtual Learning During COVID-19

215. Activity Design of Nature Experience Teaching

216. The APS and Undergraduate Performance in Construction Economics in South Africa

217. Architectural Design for the Implementation of Learning Analytics: Case Study at Salesian Polytechnic University

218. Mapping Aspects for Assessing Aptitude for Architecture Education with Psychological Testing

219. Construction Competence Model of Music Appreciation Course Teachers in Science and Engineering University

220. Online Mentoring Platform for Developing Leaders of Character

221. MOOC Courses as a Tool for the Development of Digital Competencies of Teachers

222. Admission Points Score Predicting Undergraduate Performance – Comparing Quantity Surveying vs. Construction Management

223. Reforming Professional Education: A Case of Cognitive Human Factor/Human Element in Shipping Industry

224. Design Approach of Digital Numeration Training for Students in a Primary School

225. Participants’ Perspectives on Design-Build Experience: A Qualitative Exploration

226. The Effect of Student Learning Style and Lesson Structure on Student Outcomes in an Online Learning Environment

227. Application of Assessment-Analytic Knowledge Building Tools in Collaborative Creative Studies

228. Analysis of Generic Competences Needed Onboard a Ship

229. Risks to Student Achievement in Higher Education

230. Augmented Reality Teaching Resources and Its Implementation in the Teaching-Learning Process

231. Changing Children’s Behavior Based on Persuasive Game: Design for Children’s Safety Education

232. Blended Learning. Exploring Contradictory Demands Between Emerging Design Principles and New Learning Practices

233. Gamification Strategies to Teach Algorithmic Thinking to First Graders

234. Exploration of Team Communication Behaviors from a Live Training Event

235. Kaizen Method Applied in Higher Education: Case Study of Autonomous University of Baja California

236. Spiritual Accompaniment Training in Pediatric Palliative Care: A Case Study from Spain

237. Non-technical Skills Training in Crew Resource Management: Curating YouTube Videos for Educational Purposes

238. Evolution of an Approach for Digital Learning and Training in Nursing

239. A Human-Centered Approach for an Autism-Friendly Drawn Space

240. I Feel the Need for Speed: Empirical Evidence of the Effectiveness of VR Training Technology on Knowledge and Skill Acquisition

241. An Interactive Guide Based on Learning Objects to Train Teachers on the Detection and Support of Children with Attention Deficit Hyperactivity Disorder

242. Digital Creative Abilities for Achieving Digital Maturity

243. AI and Learning in the Context of Digital Transformation

244. Impacts on Cognitive Decay and Memory Recall During Long Duration Spaceflight

245. Structure of a Socio-Technical Learning and Innovation Factory

246. Teaching Robotics with Virtual Reality: Developing Curriculum for the 21st Century Workforce

247. VR in Education: Ergonomic Features and Cybersickness

248. AHP for a Comparative Study of Tools Used for Programming Learning

249. Methodology of Dictionaries of Sector Competences (DCS), to Design Standards of Professional Competences, Research and Labor

250. The Effect of Curriculum Integrated Technology-Based Universal Design of Learning Approach on Academic Achievement of Elementary School Students

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