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1. Lattice-Based Adaptation Model for Developing Adaptive Learning Games

3. Computer-Aided Development of Adaptive Learning Games

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

9. Using Agent-Based Technologies to Enhance Learning in Educational Games

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

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.

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

32. Could the Technology for Adaptive Learning Systems Come out of GBL?

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

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.

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

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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