標(biāo)題: Titlebook: Learning and Collaboration Technologies; 11th International C Panayiotis Zaphiris,Andri Ioannou Conference proceedings 2024 The Editor(s) ( [打印本頁] 作者: Anagram 時間: 2025-3-21 17:43
書目名稱Learning and Collaboration Technologies影響因子(影響力)
書目名稱Learning and Collaboration Technologies影響因子(影響力)學(xué)科排名
書目名稱Learning and Collaboration Technologies網(wǎng)絡(luò)公開度
書目名稱Learning and Collaboration Technologies網(wǎng)絡(luò)公開度學(xué)科排名
書目名稱Learning and Collaboration Technologies被引頻次
書目名稱Learning and Collaboration Technologies被引頻次學(xué)科排名
書目名稱Learning and Collaboration Technologies年度引用
書目名稱Learning and Collaboration Technologies年度引用學(xué)科排名
書目名稱Learning and Collaboration Technologies讀者反饋
書目名稱Learning and Collaboration Technologies讀者反饋學(xué)科排名
作者: TIGER 時間: 2025-3-21 23:42 作者: PANG 時間: 2025-3-22 00:55
Learning and Collaboration Technologies978-3-031-61685-3Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: 統(tǒng)治人類 時間: 2025-3-22 07:17
https://doi.org/10.1007/978-3-031-61685-3theoretical foundations, design, and implementation; interactive technologies for learning and collab作者: LAVE 時間: 2025-3-22 10:49
Optimizing Training Paths Using Bellman Equations to Improve E-Learning with Q-Learning which can support this project even if it is necessary to remain on fundamental educational elements such as constructivism. This approach allows us to better understand the issue of algorithmic mediation to facilitate online and distance learning.作者: 洞察力 時間: 2025-3-22 14:46 作者: Bph773 時間: 2025-3-22 20:12 作者: Esophagus 時間: 2025-3-23 01:08 作者: APO 時間: 2025-3-23 04:15 作者: 原始 時間: 2025-3-23 07:17
Analysis of?Gamification Elements in?E-LearningA second study evaluates the effects of selected gaminfication elements in Moodle and Duolingo. This study shows that gamification elements need to be applied in a controlled manner, have clear targets, and be easily understandable to contribute positively towards the motivation and user experience of the learners.作者: 斜坡 時間: 2025-3-23 09:46 作者: 敬禮 時間: 2025-3-23 16:53
A Study on Sensors in Higher Educationre published by developed countries like the USA, China, and England but negligible studies were performed by other countries. So, this study can pave the foundation to formulate novel approaches in the strategic implementation of sensors in higher education institutions across the world.作者: 按等級 時間: 2025-3-23 20:20
Hybrid Spaces in Higher Education: A Comprehensive Guide to Pedagogical, Space and Technology Design016–2024 within the SALTO research program, designing hybrid learning environments/spaces and finding the appropriate technical and pedagogical approaches focusing on the learning/teaching experience.作者: Overdose 時間: 2025-3-24 00:57
Spatial Cognition Through Gestural Interfaces: Embodied Play and Learning with?Minecrafte controls. We study the viability and user-friendliness of our initial designs through surveys, interviews, and early co-design sessions, shaping gestures that resonate with diverse youth, enriching the learning and assessment of spatial cognition skills among them.作者: uveitis 時間: 2025-3-24 04:42 作者: genuine 時間: 2025-3-24 08:16 作者: Trigger-Point 時間: 2025-3-24 14:26
ced. The subscription model to service provisioning by the provider end is fueled up with discounts, price-cuts, offers and benefits to lure the customers thereby maximizing their resource utilization implicitly. Therefore, in order to grab the opportunity created by this competitive environment, we作者: 治愈 時間: 2025-3-24 16:14 作者: obscurity 時間: 2025-3-24 20:59 作者: 雜色 時間: 2025-3-25 03:04
Lucía García-Holgado,Francisco José García-Pe?alvo,Andrea Vázquez-Ingelmoexplainability of split points derived from various application goals. First, we propose a new simulation framework for flexible software-level configuration, including latency and bandwidth, using dockercompose, and we experiment on a 14-layered Convolutional Neural Network (CNN) model with diverse作者: carotid-bruit 時間: 2025-3-25 03:38 作者: 出血 時間: 2025-3-25 08:22
Nafisul Kiron,Julita Vassilevaecommending aggressive attempts to (1) arrive at a coherent set of terminology and research methodologies relative to design research that extend over at least all of technologically-enabled design and (2) perform epistemological and ontological studies of the relationship of engineering science and作者: gonioscopy 時間: 2025-3-25 11:46
Naemi Luckner,Michael Pollak,Peter Purgathoferrrepresented motifs are shown to perform signal processing tasks. This suggests purposeful, selective retention of these motifs in the studied biological systems. Engineering systems also display over(under) represented motifs. Unlike biological and social networks, engineering systems are designed 作者: 離開 時間: 2025-3-25 16:34 作者: 迷住 時間: 2025-3-25 20:17
Boris A. Reif,Karin Schluifer,Cindy Mayas,Matthias Hirthstating facts & insights associated with the images, a repository of ‘visual essays’ is made. This is a source of meaningful information for students or professionals researching about local semi urban markets, or to travellers coming to the city as for this research we have taken into consideration作者: opinionated 時間: 2025-3-26 03:16
Megan Wiedbusch,Daryn Dever,Alex Goslen,Dan Carpenter,Cameron Marano,Kevin Smith,Roger Azevedod a cultural margin as well as finds its possibilities of adaptation into new media application. The ‘Bengal Patachitra’ is narrative scroll painting made on paper or mounted cloth using natural colour pigments. The story telling approach of the scroll painting and the corresponding song is an intri作者: MITE 時間: 2025-3-26 04:51 作者: SPER 時間: 2025-3-26 10:24
Jhon Alé,Jaime Sánchez management strategy. The core aspect was to analyze the advantages of sustainability in a supply chain and how everybody would be motivated to work towards it. Main outcome from the research is that stakeholders in different domains are more or less similar but the challenges and motivations of sta作者: faucet 時間: 2025-3-26 16:15
Karim Elia Fraoua,Amos Davidriginality. We have also introduced a tool “Idea Wheel” to the same set of students, faced with the same design problem, left for them to solve. We then reassess the creativity aspect. It is then observed as to how an ill-defined problem can be resolved and how a problem-focusing strategy changes to作者: Infraction 時間: 2025-3-26 18:01
Tina John management strategy. The core aspect was to analyze the advantages of sustainability in a supply chain and how everybody would be motivated to work towards it. Main outcome from the research is that stakeholders in different domains are more or less similar but the challenges and motivations of sta作者: inclusive 時間: 2025-3-27 00:55 作者: fatty-streak 時間: 2025-3-27 02:07 作者: 擁護(hù)者 時間: 2025-3-27 06:09
Mondheera Pituxcoosuvarn,Yohei Murakami,Shinnosuke Yamada. Finally, this study resulted?in four commodity priority categories, and they are: first, Cipocok Jaya district as the main priority with cucumber as its potential commodity; second, Curug district with chili as its commodity; third, Walantaka district with chili and Taktakan district with pea bean作者: CRUMB 時間: 2025-3-27 11:28 作者: 忘川河 時間: 2025-3-27 16:04
Robin St?ckert,Veruska De Caro-Bareknbe achieved by previous conventional means.In the conventional style of testing one attempts to propagate thelogic states of the suspended nodes to primary outputs. This is donefor all or most nodes of the circuit. For sequential circuits, inparticular, the complexity of finding suitable tests is v作者: 閑聊 時間: 2025-3-27 20:12
0302-9743 odels, learning design or learning experience (LX) design, as well as technology adoption and use in formal, non-formal and informal educational contexts..978-3-031-61684-6978-3-031-61685-3Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: Harbor 時間: 2025-3-27 22:58
: An?Educational Multiplayer Game for?Touch Tables Using a?Tangible User Interfacerning impact of a single session with .. The study found that participants answered 6.41 out of 9 questions on the learning outcomes questionnaire correctly. The average System Usability Scale score was 87.29.作者: endocardium 時間: 2025-3-28 03:29 作者: 攀登 時間: 2025-3-28 06:23
How Hexad Player Types Affect Student Behaviour in Three Versions of a Peer-Quizzing Gameype. The students played the peer-quizzing game during the academic term, challenging each other to answer questions related to the material taught in the course. We present the findings from the game activity data collected from the students’ gameplay through the lens of their Hexad player types. O作者: 情節(jié)劇 時間: 2025-3-28 13:00
Exploring the?Impact of?Purposeful Board Games in?Higher Educationmising form of practice-based and in-depth engagement with a specific “way of thinking” and thus in how far this game-based learning and teaching approach for higher education was a successful strategy in introducing the lecture’s topics. Initial investigation shows that participants rated the knowl作者: 追蹤 時間: 2025-3-28 14:35
Contextualizing Plans: Aligning Students Goals and Plans During Game-Based Inquiry Science Learningbout microbiology and through scientific inquiry. We map student goals and plans from the scaffold to a series of epistemic scientific reasoning activities to use in conjunction with online trace data of student behaviors to analyze student goal setting and planning constructed throughout the game. 作者: garrulous 時間: 2025-3-28 22:05 作者: lipoatrophy 時間: 2025-3-28 23:53 作者: faculty 時間: 2025-3-29 04:40
Towards SDGR-Compliant Cross-Border Education Servicescy protection, and the effort required. The improved procedures also benefit educational institutions, which can save considerable time in processing student information, particularly in the validation of higher education diplomas, by obtaining accurate and reliable student data in electronic format作者: lethargy 時間: 2025-3-29 09:43
Teachers’ Perspective on the Implementation of GDPR in Schools – A Design-Oriented Case Studyssure with respect to three main aspects: educating themselves and their students about GDPR and use of Social Media (SoMe) platforms, which are designed to facilitate data sharing on a global scale; how to handle students’ data avoiding leaks or potential conflicts, and finally the expansion of the作者: CLOUT 時間: 2025-3-29 14:35 作者: 死亡 時間: 2025-3-29 16:55
The Use of Gamification in Mathematics Education: Enhancing Geometry Comprehension with High School mic way of approaching the mathematical topic about the equation of the line, a concept that is often abstract and difficult to understand for many students. The present study aims to analyze the effectiveness of gamification in the pedagogical process between educators and learners in relation to t作者: 愛得痛了 時間: 2025-3-29 21:11 作者: JOT 時間: 2025-3-30 02:53 作者: palpitate 時間: 2025-3-30 07:54
How Hexad Player Types Affect Student Behaviour in Three Versions of a Peer-Quizzing Gameention. Among various game mechanics, peer quizzing fosters active participation, social interaction, and friendly competition among learners. However, understanding individual preferences and behaviours within this class of educational games setting remains unexplored. Our study investigates how st作者: 官僚統(tǒng)治 時間: 2025-3-30 08:20 作者: helper-T-cells 時間: 2025-3-30 15:04
Implementation and Usability Evaluation of an Online Videogame for Learning Musical Harmonyeed for facilitating digital tools. Educational videogames are presented as effective strategies for teaching complex content. This lack of resources is accentuated in university education. In 2020, a multiplayer board game named “Tone Cluster” was developed as a tool for learning musical harmony, w作者: 反叛者 時間: 2025-3-30 20:36
Analysis of?Gamification Elements in?E-Learninglements on e-learning platforms and how they contribute to a positive User Experience for learners. The paper also examines the effects of gamification elements on the motivation of learners. An online survey was conducted among 204 participants. The survey includes the standardised User Experience 作者: 斗爭 時間: 2025-3-30 22:59 作者: Excitotoxin 時間: 2025-3-31 01:25
Mobile Sensor Interfaces for Learning Sciencellection and analysis. Despite the benefits, there is unclearness on sensor integration within science teaching. This study aims to propose a comprehensive model for understanding the interaction between students and mobile device sensors in science education. The model introduces a nested curricula作者: 包裹 時間: 2025-3-31 06:13 作者: grovel 時間: 2025-3-31 11:57
A Real-Time Learning Progress Indicator Updater for Non-reactive Instances in Learning Management Sye design for the Moodle instance meets the target group’s need for less navigation effort. All activities are needless embedded in the course without links. In this framework, learning progress indicators are not updated as expected, because in the traditional Moodle course design the page and the p作者: 確定的事 時間: 2025-3-31 16:13
Towards SDGR-Compliant Cross-Border Education Servicesholarships abroad. Challenges include the non-recognition of identification means and difficulties in providing and validating paper evidence. The EU project DE4A has addressed these challenges by implementing and validating the once-only principle across borders in the context of the European Union