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1. Teaching Computing to Middle and High School Students from a Low Socio-Economic Status Background: A Systematic Literature Review

2. Teaching Machine Learning to Middle and High School Students from a Low Socio-Economic Status Background

3. Reliability and Validity of an Automated Model for Assessing the Learning of Machine Learning in Middle and High School: Experiences from the 'ML for All!' Course

4. EventChat: Implementation and user-centric evaluation of a large language model-driven conversational recommender system for exploring leisure events in an SME context

5. Machine Learning for All!--Introducing Machine Learning in Middle and High School

7. Assessing the Learning of Machine Learning in K-12: A Ten-Year Systematic Mapping

8. Findings on Teaching Machine Learning in High School: A Ten-Year Systematic Literature Review

10. UX Heuristics and Checklist for Deep Learning powered Mobile Applications with Image Classification

11. Correction to: Are societal-level values still relevant measures in the twenty-first century businessworld? A 39-society analysis

12. Are societal-level values still relevant measures in the twenty-first century businessworld? A 39-society analysis

13. A Proposal for Performance-Based Assessment of the Learning of Machine Learning Concepts and Practices in K-12

19. Comparative analysis of deep learning approaches for AgNOR-stained cytology samples interpretation

20. TMIC: App Inventor Extension for the Deployment of Image Classification Models Exported from Teachable Machine

21. Loss aversion in strategy-proof school-choice mechanisms

22. Innovative infrastructure to access Brazilian fungal diversity using deep learning

23. The Value of Measuring Trust in AI - A Socio-Technical System Perspective

24. Assessing Product Creativity in Computing Education: A Systematic Mapping Study

25. SCORE -- A Model for the Self-Assessment of Creativity Skills in the Context of Computing Education in K-12

26. Automatic code generation from sketches of mobile applications in end-user development using Deep Learning

27. Teaching Machine Learning in School: A Systematic Mapping of the State of the Art

31. Teaching Machine Learning to Middle and High School Students from a Low Socio-Economic Status Background

32. The effectiveness and user experience of a biofeedback intervention program for stress management supported by virtual reality and mobile technology: a randomized controlled study

33. What is the State of the Art of Computer Vision-Assisted Cytology? A Systematic Literature Review

35. Development of a Deep Learning Model for the Classification of Mosquito Larvae Images

37. Approaches to Assess Computational Thinking Competences Based on Code Analysis in K-12 Education: A Systematic Mapping Study

38. SplashCode -- A Board Game for Learning an Understanding of Algorithms in Middle School

39. Road obstacles positional and dynamic features extraction combining object detection, stereo disparity maps and optical flow data

40. Road surface detection and differentiation considering surface damages

41. Teaching Programming to Novices: A Large-scale Analysis of App Inventor Projects

42. Towards a Complete Pipeline for Segmenting Nuclei in Feulgen-Stained Images

44. Motivating Teachers to Teach Computing in Middle School: A Case Study of a Physical Computing Taster Workshop for Teachers

45. Design and Large-Scale Evaluation of Educational Games for Teaching Sorting Algorithms

46. Exploring the potential of mobile health interventions to address behavioural risk factors for the prevention of non-communicable diseases in Asian populations: a qualitative study

47. Teaching Software Engineering in K-12 Education: A Systematic Mapping Study

48. CodeMaster--Automatic Assessment and Grading of App Inventor and Snap! Programs

49. UPCASE - A Method for Self-Assessing the Capability of the Usability Process in Small Organizations

50. A Mapping Study on Software Process Self-Assessment Methods

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