74 results on '"Georg Hagel"'
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2. Enhancing NLP-Based Educational Assessment: A Node-Based Graph Approach for Analyzing Freeform Student Texts.
3. Flipped Teaching in Software Engineering Education.: Results of a Long-Term Study.
4. Qualitative Requirements Elicitation of Student Requirements for Tool-supported Teaching of UML Diagrams.
5. Development of a Short Form of the Index of Learning Styles for the Use in Adaptive Learning Systems.
6. Tool-Based Software Engineering Education for Software Design Patterns and Software Architecture Patterns - a Systematic Literature Review.
7. Development of an Authoring Tool for the Creation of Individual 3D Game-Based Learning Environments.
8. Adaptive Learning Path Sequencing Based on Learning Styles within N-dimensional Spaces.
9. From Difficulties to Functional Requirements - Deriving Requirements from Literature about Tool-supported Teaching of UML Diagrams in Software Engineering Education.
10. Technical Report: Define a customized course and import it into Moodle without changes to the configuration of the Moodle system.
11. Semi-automatic generation of textual exercises for software engineering education.
12. Tool-supported teaching of UML diagrams in software engineering education - A systematic literature review.
13. Work-In-Progress: Converting textual software engineering class diagram exercises to UML models.
14. The application of continuous practices in higher computer science education - A systematic literature review.
15. AdLer: 3D-Lernumgebung für Studierende.
16. Scrum LPC - A Value-Based Framework for Learning Process Coaching.
17. Scrum Higher Education - The Scrum Master Supports as Solution-focused Coach.
18. Work-in-Progress: Towards detection and syntactical analysis in UML class diagrams for software engineering education.
19. Gamification in software engineering education through Visual Novels.
20. Software Engineering Education of Classical Computing vs. Quantum Computing: A Competency-Centric Approach.
21. A hands-on approach on software engineering education using fischertechnik hardware.
22. Involving Customers in Requirements Engineering Education: Mind the Goals!
23. Learning Tasks for Software Engineering Education: An exemplary development of learning tasks for software engineering based on didactic function and knowledge type.
24. Introducing a Deployment Pipeline for Continuous Delivery in a Software Architecture Course.
25. Work in progress: Towards a generic platform for implementing gamified learning arrangements in engineering education.
26. A task is not a task - Empirical results about the quality of instructional tasks in higher education.
27. CAPELLA: A conceptual framework for adaptive life-long learning.
28. Motiviert an die strukturierte Testfallermittlung.
29. Entwicklung eines Manifests für spielifizierte Hochschullehre.
30. Ranking task activity in teaching software engineering.
31. Gamifying the learning of design patterns in software engineering education.
32. Learning programming languages through input-providing tasks.
33. Übung macht den Meister? Lernaufgabentypen im Hochschulfach Software Engineering.
34. Task-based programming learning in higher education.
35. Just-in-Time-Teaching experience in a Software Design Pattern course.
36. Towards a Competency-based Education with Gamification Design Elements.
37. Just-in-Time Teaching in software engineering: A Chinese-German empirical case study.
38. Engaging students with a mobile game-based learning system in university education.
39. Projekthafte Entwicklung eines regelbasierten Auswertungstools zur Bestimmung der Qualität von funktionalen Anforderungen.
40. 'Perfekte Requirements Engineers' - Ansatz einer Kompetenzanalyse zur Bestimmung des Lehrumfangs.
41. Drei Feedback-Zyklen in der Software Engineering-Ausbildung durch erweitertes Just-in-Time-Teaching.
42. The furtherance of motivation in the context of teaching software engineering.
43. Learning and teaching software process models.
44. Planspiel und Briefmethode für die Software Engineering Ausbildung - ein Erfahrungsbericht.
45. The application of continuous practices in higher computer science education - A systematic literature review
46. Scrum Higher Education – The Scrum Master Supports as Solution-focused Coach
47. Emendo – A Toolchain for Creating Gamified Learning Arrangements for Online Learning Settings
48. The Effectiveness of Different Levels of Activation in Higher Education
49. Feedback-based Learning Through Online Feedback Systems in Higher Education
50. Effective Integration of Gamification and Learning Management Systems for Creating Gamified Learning Arrangements
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