108 results on '"Thomas M. Connolly"'
Search Results
2. O|R|P|E - A Data Semantics Driven Concurrency Control.
3. Specification and evaluation of an assessment engine for educational games: Empowering educators with an assessment editor and a learning analytics dashboard.
4. Specification and evaluation of an assessment engine for educational games: Integrating learning analytics and providing an assessment authoring tool.
5. Using feature construction for dimensionality reduction in big data scenarios to allow real time classification of sequence data.
6. Improving the understanding of business processes.
7. An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games.
8. A systematic literature review of games-based learning empirical evidence in primary education.
9. EngAGe: A Link between Educational Games Developers and Educators.
10. An application of adaptive games-based learning based on learning style to teach SQL.
11. Learning style analysis in adaptive GBL application to teach SQL.
12. Using games as a context for interdisciplinary learning: A case study at a Scottish primary school.
13. Learning with computer games or teacher: How it influences the learning experience and outcomes at primary school.
14. Learning Styles in Adaptive Games-Based Learning.
15. A Survey of Academics' Views of the Use of Web2.0 Technologies in Higher Education.
16. Adopting the Use of Enterpise Mircoblogging as an Organisational Learning Approach.
17. Using Web 2.0 Tools to Support the Theoretical Constructs of Organisational Learning.
18. Are Web2.0 Tools Used to Support Learning in Communities of Practice - A Survey of Three Online Communities of Practice.
19. The Use of Games as an Educational Web2.0 Technology - A Survey of Motivations for Playing Computer Games at HE Level.
20. A Model-View-DynamicViewModel and its Performance in a Web-based Component Architecture.
21. How to Teach Entrepreneurship Using Serious Games and Web 2.0.
22. Introduction to XAI and Clinical Decision Support
23. Systematic Literature Review
24. A Move Towards e-Learning in the Commercial Environment.
25. A narrative literature review of games, animations and simulations to teach research methods and statistics.
26. Using Alternate Reality Games to Support the Teaching of Modern Foreign Languages.
27. Applying Games-based Learning to Teach Software Engineering Concepts.
28. Using Games-Based Learning to Teach Software Engineering.
29. Enhancing eLearning: Using Computer Games to Teach Requirements Collection and Analysis.
30. Teaching Database Analysis and Design in a Web-Based Constructivist Learning Environment.
31. A systematic review of technologies and standards used in the development of rule-based clinical decision support systems
32. Using Games-based Learning: How it Influences the Learning Experience and Outcomes of Primary School Children.
33. Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands.
34. Using Scratch with Primary School Children: An Evaluation of Games Constructed to Gauge Understanding of Programming Concepts.
35. A systematic literature review of empirical evidence on computer games and serious games.
36. Engagement in digital entertainment games: A systematic review.
37. Teachers' Views on the Approach of Digital Games-Based Learning within the Curriculum for Excellence.
38. Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level.
39. An alternate reality game for language learning: ARGuing for multilingual motivation.
40. The differences in motivations of online game players and offline game players: A combined analysis of three studies at higher education level.
41. Organisational Blogging: The Problem of Engagement.
42. The role of psychology in understanding the impact of computer games.
43. Evaluating Games-Based Learning.
44. The socialisation of organisational learning through learning technology.
45. Integrating Assessment, Feedback, and Learning Analytics in Educational Games
46. The impact of offshoring on the evolution of the IT workforce within the UK.
47. Towards the Development of a New Model for Best Practice and Knowledge Construction in Virtual Campuses.
48. From e-learning to games-based e-learning: using interactive technologies in teaching an IS course.
49. A quasi-experimental study of three online learning courses in computing.
50. An application of games-based learning within software engineering.
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