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3. The Impact of COVID-19 on Professionalism in Practice and Future Directions

4. Many-Body Approaches to Cross-Level and Multidisciplinary Initiatives for Encouraging Learners into STEM from Primary to Further and Higher Education

5. Predictive Learning Analytics and the Creation of Emotionally Adaptive Learning Environments in Higher Education Institutions: A Study of Students' Affect Responses

6. A Reclassification of Markers for Mixed Reality Environments

7. An Innovative MOOC Platform: The Implications of Self-Directed Learning Abilities to Improve Motivation in Learning and to Support Self-Regulation

8. A Study of Developments and Applications of Mixed Reality Cubicles and Their Impact on Learning

11. Interactive and Adaptable Mobile-Friendly e-Learning Environments for K-12 and Higher STEM Education and Skills Training

12. Augmenting E-learning Tools for STE Disciplines and Resource Constrained Environments

13. A Mixed-Reality Environment for Personalised and Collaborative Learning in Science and Engineering

14. Continuous Assessment in Computing and Engineering Education for Improved Students’ Engagement and Enhanced Learning

15. Data Visualization and Enhanced Learning in Engineering Education Through Oil Pollution Studies and Environmental Impact Assessment

18. Machine learning on spectral data from miniature devices for food quality analysis - a case study

20. Students' Perspective on AI-Supported Assessment of Open-Ended Questions in Higher Education

29. Issues of E-Learning Standards and Identity Management for Mobility and Collaboration in Higher Education

30. The Bologna Process, Globalisation and Engineering Education Developments

32. Implementing E-Learning in Northern Ireland: Prospects and Challenges

35. Educational Games as a Motivational Tool: Considerations on their Potential and Limitations

37. Feedback Preferences of Students Learning in a Blended Environment: Worked Examples, Tutored and Untutored Problem-Solving

38. Engineering analysis and management of water flow in domestic housing: the problem of guttering and resource reusability

39. Translating the concept of goal setting into practice:What 'else' does it require than a goal setting tool?

41. Analysing the Use of Worked Examples and Tutored and Untutored Problem-Solving in a Dispositional Learning Analytics Context

42. Detecting and Addressing Design Smells in Novice Processing Programs

43. Developing an online authoring tool to support teachers in designing 21st century design based education in primary school

44. The Five Stage Framework for Life Long Learning in Engineering Education and Practice

45. Different Approaches to Designing Online Courses at the Post-Secondary Level

46. Designing and Evaluating Learning Technology:An African Dilemma and Approach

47. Learning Analytics for Motivating Self-regulated Learning and Fostering the Improvement of Digital MOOC Resources

48. Designing and Evaluating Learning Technology : An African Dilemma and Approach

49. The Cultural Impact of Accessible Gaming Mechanics: A Study Comparing Nepalese and UK Computing Students

50. The Smell of Processing

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