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1. Evaluation of 'Cultural Awareness – Afghanistan Pre-deployment': A User Study

2. Bridging Learning And Play: The Digital Game Experience

4. PROTOTYPING DIGITAL EDUCATIONAL GAMES

5. Deliverable 9.7 - GALA Dissemination Report 4

6. GALA brand and resources transfer plan

8. Deliverable 9.7 - GALA Dissemination Report 3

9. GALA Dissemination Report 2, Deliverable 9.6

13. PROTOTYPING DIGITAL EDUCATIONAL GAMES.

14. CASE STUDY REGARDING THE ASSESSMENT OF EDUCATIONAL GAMES.

20. DEVELOPING LEARNING MODULES FOR ILIAS LMS.

21. CASE STUDY REGARDING THE USABILITY OF ONLINE PLATFORMS SYSTEM BOTH AS A LEARNING ENVIRONMENT AND A COLLABORATIVE WORKING ENVIRONMENT.

24. CONSIDERAȚII PRIVIND UTILIZAREA TEHNOLOGIILOR MODERNE INFORMATICE ŞI DE COMUNICAȚII ÎN SISTEMELE MILITARE DE INSTRUIRE ŞI EDUCARE DIN NATO ŞI UE.

26. FEATURES OF USING SERIOUS GAMES IN MILITARY EDUCATION AND TRAINING.

27. STANDARDS IN PRACTICE: A SERIOUS GAME PERSPECTIVE.

28. SOLUTIONS FOR DEVELOPING SCORM CONFORMANT SERIOUS GAMES.

29. HOW INFLUENCE STANDARDS THE EDUCATION BASED ON TECHNOLOGY.

30. STEPS OF BUILDING AN ADVANCED DISTRIBUTED LEARNING SYSTEM. CASE STUDY BASED ON THE "CAROL I" NATIONAL DEFENCE UNIVERSITY EXPERIENCE.

31. SCORM 2004 AND PROPER USE OF THE DIDACTICAL OBJECTIVES.

32. A RELATION BETWEEN COMUNICATION QUALITY STANDARDS AND ASSESMENT GRIDS.

33. TRAINING NEEDS ANALYSIS APPLIED TO THE ROMANIAN MILITARY DOMAIN OF FOREIGN LANGUAGE LEARNING FROM THE VIEWPOINT OF THE SPECIFIC CHARACTERISTICS OF ADL SYSTEM.

34. DEVELOPING THE ADVANCED DISTRIBUTED LEARNING CAPABILITIES IN "CAROL I" NATIONAL DEFENSE UNIVERSITY.

35. Bridging Learning And Play: The Digital Game Experience

36. Bridging learning and play: the digital game experience

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