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1. The Development of Digital Content in the Metaverse Combined with Participatory Communication and Learning with Religious Leader to Enhance Students' Perception of the Community Mosque

2. Korean Syntactic Complexity Analyzer (KOSCA): An NLP Application for the Analysis of Syntactic Complexity in Second Language Production

3. Games as a Mode of Instruction in Object-Oriented Concepts

4. Improving Ray Tracing Understanding with Immersive Environments

5. Sequential Analysis of Design Processes Performed by Design Experts and College Students in Infographic Design

6. A Bibliometric Exploration of Infographics as Tools for Visual Literacy in Education

7. Differences in Student-AI Interaction Process on a Drawing Task: Focusing on Students' Attitude towards AI and the Level of Drawing Skills

8. Teaching Academic Staff to Implement Interactive Graphics for Their Courses

9. Multimodal Remediation of Research Articles through Infographics and Graphical Abstracts

10. Designing and Evaluating an Augmented Reality System for an Engineering Drawing Course

11. How Visual Literacy Is Developed through Engineering Graphics Subjects

12. A Phenomenological Analysis of the Experience of Analogical Thinking in Graphic Design Elaborations

13. Can Electronic Board Increase the Motivation of Students to Study Mathematics?

14. Analyzing the Impact of Aesthetic Visual Design on Usability of E-Learning: An Emerging Economy Perspective

15. A Conceptual Framework on the Relationship of Digital Technology and Art

16. Web-Based Drawing for Students with Different Learning Styles and Cognitive Abilities

17. Innovative Smart Phone Learning System for Graphical Systems within COVID-19 Pandemic

18. ASIAVR: Asian Studies Virtual Reality Game a Learning Tool

19. Relating a Picture and 1000 Words: Self-Derivation through Integration within and across Presentation Formats

20. Active Learning Strategies and Applications for Engineering Design Graphics Courses

21. Improving Student Learning of Impulse and Momentum in Particle Dynamics through Computer Simulation and Animation

22. Effects of Tablet-Based Drawing and Paper-Based Methods on Medical Students' Learning of Gross Anatomy

23. Rulemaking as Play: A Transdisciplinary Inquiry about Virtual Worldmaking

24. Team-Based Learning in Online Education: The Development of Students' Creative Thinking Skills in Digital Art

25. Sequential Analysis of Design Processes Performed by Design Experts and College Students in Infographic Design

26. Effect of Divergent Thinking Models Based on Bitmap Graphical Sources towards Student's Achievement in Exploring Fact Essay Writing Content

27. Funny English in the Digital World

28. The Students Perspective on Using an E-Learning Platform: E-OWL

29. Digital Tools to Enrich Our Virtual Classroom for Innovative Teachers & Students

30. Project Thinking as the Basis of Design Creativity: Content and Features of Its Development among Bachelor-Designers

31. An Integrated Framework to Support Bachelor Design Students in 3-D Modeling

32. Effects of Using Game-Based Learning to Improve the Academic Performance and Motivation in Engineering Studies

33. Is There an Optimum of Realism in Computer-Generated Instructional Visualizations?

34. Software Engineering Education Knowledge Versus Industrial Needs

35. The Contribution of 3D Computer Modeling Education to Twenty-First Century Skills: Self-Assessment of Secondary School Students

36. Using Emoji to Improve Female Students' Coherence in Writing at Qassim University

37. Can Computer-Assisted Instructions through Tailored Motion Graphics Assist in Biology Teaching and Enhance Academic Results and Science Visual Literacy in Grade 8 Biology Learners in Mauritius?

38. An Essential Change to the Training of Computer Science Teachers: The Need to Learn Graphics

39. Co-Design of a 3D Virtual Campus for Synchronous Distance Teaching Based on Student Satisfaction: Experience at the University of Almería (Spain)

40. Motion Graphic Animation Videos to Improve the Learning Outcomes of Elementary School Students

41. Construction, Identification, and Evaluation of Dengue Promotional Campaign Posters in a Language Classroom

42. 'Peer Critique' in Debate: A Pedagogical Tool for Teaching Architectural Design Studio

43. Transforming Campus Voting Drives into Interdisciplinary Service-Learning Projects

44. e-Learning Objects Designing Approach for Programming-Based Problem Solving

45. Augmented Reality in Teaching Descriptive Geometry, Engineering and Computer Graphics -- Systematic Review and Results of the Russian Teachers' Experience

46. Comparing Three Input Devices for Sketching Assignments in E-Exams in Computer Science

47. Digital Iconography, Conflict Heritage, and the Teaching of History: The Case of the Spanish Civil War

48. Increasing Underserved Students' 3-D Modeling Skills and Self-Efficacy Using Distance Mentoring

49. The Role of Graphics in Video Lectures

50. Employing Infographics Based on Tablet Applications to Improve Professional Competence in the Light of the Digital Transformation of Education Technology Specialists

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