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1. State of the Art on Current Practices in the Education and Training of Teachers in Southern Europe - The Case of Cyprus, Greece, Italy and Spain

2. Systematic Design and Rapid Development of Motion-Based Touchless Games for Enhancing Students' Thinking Skills

3. Using a Story-Driven Board Game to Engage Students and Adults with Cultural Heritage

4. Remote Learning for Children with Special Education Needs in the Era of COVID-19: Beyond Tele-Conferencing Sessions

5. A Multifaceted Students' Performance Assessment Framework for Motion-Based Game-Making Projects with Scratch

8. Moving Bodies to Moving Minds: A Study of the Use of Motion-Based Games in Special Education

9. Training ?ovice Teachers to Design Moodle-Based Units of Learning Using a CADMOS-Enabled Learning Design Sprint

10. Leveraging the 1:1 iPad Approach for Enhanced Learning in the Classroom

11. Using Embodied Learning Technology to Advance Motor Performance of Children with Special Educational Needs and Motor Impairments

13. Exploring the Connection between "Out of Eden Learn" and Competency-based Education.

16. Orchestrating Learning Activities Using the CADMOS Learning Design Tool

18. DEPTH TOOLKIT: A Web-Based Tool for Designing and Executing Usability Evaluations of E-Sites Based on Design Patterns

19. Designing a Moodle Course with the CADMOS Learning Design Tool

20. Utilising a Collaborative Macro-Script to Enhance Student Engagement: A Mixed Method Study in a 3D Virtual Environment

21. Giving More Adaptation Flexibility to Authors of Adaptive Assessments

22. Using Computer Supported Collaborative Learning Strategies for Helping Students Acquire Self-Regulated Problem-Solving Skills in Mathematics

23. A Learning Research Informed Design and Evaluation of a Web-Enhanced Object Oriented Programming Seminar

24. Eliciting Design Patterns for E-Learning Systems

25. Designing and Generating Educational Adaptive Hypermedia Applications

26. Semantic Description of Educational Adaptive Hypermedia Based on a Conceptual Model

27. Network-Based Business Simulation Activities in Technical Professional Education

28. Re-Evaluating the Effectiveness of a Web-Based Learning System: A Comparative Case Study

32. Designing and orchestrating the classroom experience for technology-enhanced embodied learning

35. Automating Standards-Based Courseware Development Using UML

41. DEPTH

47. Investigating undergraduate students' attitudes on the use of the networked technology

48. CADMOS: an approach to developing Web-based instructional systems

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