235 results on '"Shabalina, Olga"'
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2. Business Model Innovation: Considering Organization as a Form of Reflection of Society
3. Computer-Aided Development of Adaptive Learning Games
4. Principles for Modeling Information Flows in Open Socio-Economic Systems
5. Assessment of the Condition of Coniferous Trees in Urban and Suburban Forests of the Krasnoyarsk City
6. User Engagement Assessment for Adaptive Learning Systems
7. Development of Specialized Methods and Algorithms for Preventive Monitoring of Reliability
8. Cyber-Social System as a Model of Narrative Management
9. Using Agent-Based Technologies to Enhance Learning in Educational Games
10. Principles for Modeling Information Flows in Open Socio-Economic Systems
11. Assessment of the Condition of Coniferous Trees in Urban and Suburban Forests of the Krasnoyarsk City
12. E-Learning Practice-Oriented Training in Physics: The Competence Formation
13. Using Eye-Tracking and Emotion Recognition as Additional Sources of Information When Testing People with Intellectual Disabilities
14. Adaptable Mobile Software for Supporting Daily Activities of People with Intellectual Disabilities
15. Method of Preliminary Computer Evaluation of Professional Readiness of the Vehicle Driver
16. Cyber-Social System as a Model of Narrative Management
17. A descriptive analysis of selected archives at the Barents Centre of Humanities
18. LIT: Labour Interest Test for People with Intellectual Disabilities
19. Game-Based Learning Platform for Integrating International IT-Students into the Russian Educational Environment
20. Structures, Frameworks and Assessments for Student Exercises for Creative Thinking in Design
21. Some Video Games Can Increase the Player's Creativity
22. Digital and Social Media Marketing: TIKTOK SHOP VERSUS FACEBOOK MARKETPLACE: EXPLORING PAGE SYMMETRY EFFECTS ON CONSUMER PROCESSING FLUENCY AND PAGE AESTHETIC APPRECIATION.
23. Influence of pulsed electron-beam alloying with tantalum on structural phase states in TiNi alloy
24. Analysis of Comments of Users of Social Networks to Assess the Level of Social Tension
25. Experience in assessing the recreational impact on suburban green spaces by modern methods
26. Development of Digital Game Environments Stimulating Creativity in Engineering Education
27. Performance Analysis of Alternative Open Source Parallel Computing Approach to OpenMP on Multicore Processors
28. Developing a Model of Multi-Agent System of a Process of a Tech Inspection and Equipment Repair
29. Mastering Programming Skills with the Use of Adaptive Learning Games
30. How much carbon can the Siberian boreal taiga store: a case study of partitioning among the above-ground and soil pools
31. Culture at Arm’s Length: The Effects of Analytic-Holistic Thinking on Visual Aesthetics in Brand Selfies Taken by Chinese, Russian, and U.S. Consumers
32. Could the Technology for Adaptive Learning Systems Come out of GBL?
33. Inter-academic cooperation in the Arctic during the 1898–1901 Swedish–Russian Arc-of-Meridian expedition: Based on materials from the Russian Academy of Sciences Archives
34. Culture at Arm's Length: The Effects of Analytic-Holistic Thinking on Visual Aesthetics in Brand Selfies Taken by Chinese, Russian, and U.S. Consumers.
35. RHETORIC OF GUANXI IN CHINESE ADVERTISEMENTS
36. Can you Escape from Dr. Tom Cat’s Lab? Educational Escape Rooms with Scientists, Riddles and Serious Games as Learning Tools
37. MADM System for the Development of Adaptable Mobile Applications for People with Intellectual Disabilities
38. Digital Educational Games: Adopting Pedagogical Agent to Infer Leaner‘s Motivation and Emotional State.
39. Let the Students Contruct Their own fun And Knowledge ‐ Learning to Program by Building Computer Games.
40. Learning Indoor Navigation Skills: A Mobile Game for People with Intellectual Disabilities.
41. Peer Assessment by Ranks
42. Developing Mobile Games that Enables Young Adults, with Severe Mental Disorder, to Learn Everyday life skills Enjoyably.
43. Could Decision Fatigue be a Problem for Serious Games?
44. Gamification in a High School Class Improved Motivation and Grades.
45. Andragogy and E.M.O.T.I.O.N. : 7 key factors of successful serious games
46. Preface
47. CREATIVITY AND GAME-BASED LEARNING
48. Investigating Regional Heritage Through the Development and Playing of AR Games.
49. Game-Based Learning for Learning to Program : From Learning Through Play to Learning Through Game Development
50. Creativity and game-based learning
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