Search

Your search keyword '"COMPUTERS in education"' showing total 18,485 results

Search Constraints

Start Over You searched for: Descriptor "COMPUTERS in education" Remove constraint Descriptor: "COMPUTERS in education"
18,485 results on '"COMPUTERS in education"'

Search Results

1. Computing Everywhere, for Everyone, at Any Level.

2. Exploring the impact of cloud and edge computing in education: Addressing challenges and unveiling opportunities.

3. Index.

4. What Is Important to Measure in Sentence-Level Language Comprehension?

5. "Visualization matters" – stereoscopic visualization of 3D graphic neuroanatomic models through AnaVu enhances basic recall and radiologic anatomy learning when compared with monoscopy.

6. A Review of Design of Experiments Courses Offered to Undergraduate Students at American Universities.

7. Using a nested virtualization tool for teaching VPN fundamentals.

8. Reclaiming Quickness of Thought: Reading Calvino in the Context of Digital School Education.

9. Special Issue: Artificial Intelligence in Open and Distributed Learning: Does It Facilitate or Hinder Teaching and Learning?

10. Applications of Psycho-emotional Traits in Technology-Based Language Education (TBLE): An Introduction to the Special Issue.

11. The role of digital technologies and Human-Computer Interaction for the future of education.

12. Anomaly Detection Integration-Framework for Network Services in Computer Education Systems.

13. Examining the Effects of a Game-Based Learning Environment on Fifth Graders' Reading Comprehension and Reading Motivation.

14. Unveiling student intention towards entrepreneurship development—a bibliometric investigation.

15. PROVIDING EDUCATIONAL ACCESSIBILITY FOR A PARALYZED STUDENT BY EYE-TRACKING TECHNOLOGY: A DESIGN-BASED RESEARCH STUDY.

17. The Effects of Online Applications in English Vocabulary Learning: Quizlet Application.

18. The Effect of Online and Face-To-Face Teaching Method on Course Outcomes and Attitudes in Secondary School 1st Grade Visual Arts Course.

19. EDUPERES and GAMERES: A smart interactive education platform and digital gamification for basic circuit analysis.

20. EVALUATION METHOD OF COMPREHENSIVE ABILITY OF STUDENTS MAJORING IN PRESCHOOL EDUCATION BASED ON COMPUTER TECHNOLOGY.

21. 虚实无界:空间计算技术及其教育应用前瞻—兼论空间重塑下的未来教育新模式.

22. The Effect of Computer-Supported Stem Applications on Secondary Students' Achievement and Computational Thinking Skills.

24. The last-ten years of big data in vocational education: A systematic review.

25. Utilizing round Robin scheduling for cloud-enabled smart educational systems.

26. Implementation of simple K-medoids in high schools clustering based on quality of resources for computer-based national assessment readiness.

27. Family needs and interaction patterns regarding the use of ICT in everyday life.

28. Young children's science learning from a touchscreen app.

29. Automated Monitoring of Human–Computer Interaction for Assessing Teachers' Digital Competence Based on LMS Data Extraction.

30. Predictive Factors for Difficulty in Simulation Methodology in Teacher Education.

31. Interactive Digital Platforms and Artificial Intelligence Applications to Develop Technological Innovation Skills Among Saudi University Students.

32. INTEGRATING FUNDAMENTAL DIGITAL-TECHNOLOGY SOLUTIONS IN AFRICA'S HIGHER EDUCATION PRACTICES AND THEORIES FOR SUSTAINABILITY.

33. Design and analysis of personalized serious games for information literacy: catering to introverted and extraverted individuals through game elements.

34. Investigation of digital competence of elementary school teacher in West Nusa Tenggara: A cross-section survey study.

35. Navigating Remote and Virtual Work-Based Learning Experiences for Students With Disabilities.

36. Trends and Topics in Educational Technology, 2024 Edition.

37. Rethinking Undergraduate Computer Science Education: Using the 4Es Heuristic to Center Students in an Introductory Computer Science Course.

38. The IndagApp mobile app: an inquiry-based science teaching resource: usability evaluation with pre-service teachers.

39. On-premises superconducting quantum computer for education and research.

40. Combating youth's unemployment rate by integrating entrepreneurship in middle school education.

41. Digital Writing in Foreign Language Teaching: Learner Views.

42. Lessons for/in virtual classrooms: designing a model for classrooms inside virtual reality.

43. Cultivating creativity improves middle school students' computational thinking skills.

44. Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review.

45. The Problem Section.

46. Computational Thinking from the Past to the Present: A Retrospective Using Bibliometric Analysis.

47. Modelo pedagógico para la formación de la comunicación oral pedagógica, en estudiantes de Informática.

48. Which Students Benefit from Computer-Based Individualized Instruction? Experimental Evidence from Public Schools in India.

49. Study Trends and Core Content Trends of Research on Enhancing Computational Thinking: An Incorporated Bibliometric and Content Analysis Based on the Scopus Database.

50. Online Teaching and Learning in Higher Education during COVID-19.

Catalog

Books, media, physical & digital resources