Search

Your search keyword '"Sgouropoulou, Cleo"' showing total 291 results

Search Constraints

Start Over You searched for: Author "Sgouropoulou, Cleo" Remove constraint Author: "Sgouropoulou, Cleo"
291 results on '"Sgouropoulou, Cleo"'

Search Results

8. Virtual Reality in Classrooms: Addressing Ethical Challenges in Educational Technology

9. Struggling to Adapt: Exploring the Factors that Hamper the Integration of Innovative Digital Tools in Higher Education Courses

10. Technology is not Enough: Educators as Catalysts for Sparking Student Interest and Engagement in Higher Education

11. Architecting Immersive Education: Designing an Intelligent Online Virtual University

12. The Effect of Social Networking-Based Multimedia Repository on Promoting Open Educational Resources

13. Exploring Teachers’ Attitudes and Self-efficacy Towards AI Learning in Science Instruction

16. Representing Learning Designs in a Design Support Tool

25. Exploration of Augmented Reality in Spatial Abilities Training: A Systematic Literature Review for the Last Decade

26. Collaborative Activities Recommendation Based on Students' Collaborative Learning Styles Using ANN and WSM

27. Revolutionizing Agricultural Education with Virtual Reality and Gamification: A Novel Approach for Enhancing Knowledge Transfer and Skill Acquisition

28. Empowering Responsible Digital Citizenship Through an Augmented Reality Educational Game

29. A Conceptual Framework for a Critical Approach to the Digital World: Integrating Digital Humanities and Informal Learning into Educational Design

30. CoMoPAR: A Comprehensive Conceptual Model for Designing Personalized Augmented Reality Systems in Education

31. Augmented Reality for Enhancing Linguistic Skills of International Students in Preschool Education

32. Crafting Immersive Experiences: A Multi-Layered Conceptual Framework for Personalized and Gamified Virtual Reality Applications in Education

33. Exploring the Use of Augmented Reality in Teaching History to Students with Attention-Deficit Hyperactivity Disorder

36. Personalized Feedback Enhanced by Natural Language Processing in Intelligent Tutoring Systems

37. Developing Novel Learning Spaces Through Social Media Channels for Sustainable CAD Engineering Education

38. Employing FFNN and Learning Styles to Improve Knowledge Acquisition in Educational Digital Games

39. Evaluating E-Learning Process on Virtual Classroom Systems Using an ISO-Based Model

40. Virtual Reality in Education: Reviewing Different Technological Approaches and Their Implementations

41. A 2D Platform Game Offering Personalized Guidance to Players to Promote Environmental Awareness

42. Modeling the Knowledge of Users in an Augmented Reality-Based Learning Environment Using Fuzzy Logic

43. Extended Technology Acceptance Models for Digital Learning: Review of External Factors

44. Multi-Technique Comparative Analysis of Machine Learning Algorithms for Improving the Prediction of Teams' Performance

46. Mobile Game-Based Learning as a Solution in COVID-19 Era: Modeling the Pedagogical Affordance and Student Interactions

47. User Acceptance of Augmented Reality Welding Simulator in Engineering Training

49. Roles of Learning Design Tools in Scaffolding Teacher Participation and Learning in Research Practice Partnerships

Catalog

Books, media, physical & digital resources