921 results on '"Eric Sanchez"'
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2. A U.S. Pharmacopeia (USP) overview of Pan American botanicals used in dietary supplements and herbal medicines
3. Eric Sanchez, CEO of ERB North America launches new division, ERB Wealth
4. Évaluer l’utilité, l’utilisabilité et l’acceptabilité d’un Learning Lab
5. Reorienting Learning Game Design in Design-Based Research: a Case Study.
6. Museum Games and Personal Epistemology: A Study on Students’ Critical Thinking with a Mixed Reality Game
7. Game design and didactic transposition of knowledge. The case of progo, a game dedicated to learning object-oriented programming.
8. Supporting Knowledge Sharing for the Co-design of Digital Learning Games.
9. Game Design for a Museum Visit: Insights into the Co-design of AL2049, a Game About Food Systems.
10. Influence of a Mixed Reality Game on Students' Personal Epistemology. An Empirical Study.
11. Tracking Epistemic Interactions from Online Game-Based Learning.
12. What do you mean by learning lab?
13. Toward a Digital Companion to Monitor a Mixed Reality Game.
14. A Digital Companion to Assist the Game Master for the Orchestration of a Mixed-Reality Game.
15. Debriefing and Knowledge Processing an Empirical Study About Game-Based Learning for Computer Education.
16. Let's Listen to the Data: Sonification for Learning Analytics.
17. Conception collaborative d'un jeu d’évasion pédagogique dans le cadre d'une game jam : du design du jeu au design du jouer
18. From Design to Management of JENs (in the JEN.Lab Project).
19. The co.LAB Generic Framework for Collaborative Design of Serious Games: Development Study
20. Teaching and Learning with Escape Games from Debriefing to Institutionalization of Knowledge.
21. Students' Conducts During a Digital Game-Based Museum School Visit.
22. Investigating Learners' Behaviours When Interacting with a Programming Microworld - An Empirical Study Based on Playing Analytics.
23. Assessing Social Engagement in a Digital Role-Playing Game - Changes over Time and Gender Differences.
24. Neurological Soft Signs and cognitive processes in Mexican schoolchildren aged 6 to 11 years/ Signos Neurologicos Blandos y procesos cognitivos en ninos escolares mexicanos de 6-11 anos/ Sinais Neurologicos Sutis eprocessos cognitivos em criancas escolares mexicanas de 6 a 11 anos
25. Complete Genome Report of a Hydrocarbon-Degrading Sphingobium yanoikuyae S72
26. Social Engagement in a Digital Role-Playing Game Dedicated to Classroom Management.
27. Exploring Competition and Collaboration Behaviors in Game-Based Learning with Playing Analytics.
28. Getting Ahead: A Resident Led Quality Improvement Project to Increase Diabetic Nephropathy Screening in an Underserved Hispanic-Predominant Population
29. Toward a Play Management System for Play-Based Learning.
30. Unravelling the composition of soil belowground microbial community before sowing transgenic cotton
31. A praxeological perspective for the design and implementation of a digital role-play game.
32. Classcraft: from gamification to ludicization of classroom management.
33. Towards a 3D Virtual Game for Learning Object-Oriented Programming Fundamentals and C++ Language - Theoretical Considerations and Empirical Results.
34. Hemodynamic Instability in a 39-Year-Old Patient With Acute-on-Chronic Pancreatitis
35. Unpacking the peace pillar of the Triple Nexus
36. Supplemental Figure 3 from Combined TRAF6 Targeting and Proteasome Blockade Has Anti-myeloma and Anti-Bone Resorptive Effects
37. Supplemental Figure 1 from Combined TRAF6 Targeting and Proteasome Blockade Has Anti-myeloma and Anti-Bone Resorptive Effects
38. Supplemental Figure 2 from Combined TRAF6 Targeting and Proteasome Blockade Has Anti-myeloma and Anti-Bone Resorptive Effects
39. Data from Combined TRAF6 Targeting and Proteasome Blockade Has Anti-myeloma and Anti-Bone Resorptive Effects
40. Ligozat, F., Charmillot, M., & Muller, A. (éd.). (2016). Le partage des savoirs dans les processus de recherche en éducation.
41. Advanced pharmaceutical manufacturing: A functional definition
42. 18F-FDG PET Visualizes Systemic STING Agonist-Induced Lymphocyte Activation in Preclinical Models
43. Didactic Transposition and Learning Game Design. Towards a Ludicization Model for School Visits in Museums
44. Role-Playing Game for the Osteopathic Diagnosis.
45. Innovative Teaching/Learning with Geotechnologies in Secondary Education.
46. Serum B-cell maturation antigen: a novel biomarker to predict outcomes for multiple myeloma patients
47. Preparing schools to accommodate the challenge of Web 2.0 technologies.
48. Usage d'un jeu sérieux dans l'enseignement secondaire. Modélisation comportementale et épistémique de l'apprenant.
49. Complete Genome Report of a Hydrocarbon-Degrading Sphingobium yanoikuyae S72
50. Mettre en œuvre l’approche-programme en s’appuyant sur une application numérique : ALOES
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