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Titlebook: E-Learning, E-Education, and Online Training; Third International Giovanni Vincenti,Alberto Bucciero,Matthias Glowat Conference proceeding

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41#
發(fā)表于 2025-3-28 18:07:02 | 只看該作者
Anita Sadeghpour,Azin Alizadehaslification’. The outcome of this survey shows that there are currently acceptable levels of current infrastructure and facilities provided at the institution with a satisfactory knowledge of portfolios and game elements. However, there is an interesting misconception of what ‘gamification’ is from the student’s perspectives.
42#
發(fā)表于 2025-3-28 20:04:57 | 只看該作者
Stephan Rixen,Siegfried Reineckethat the evaluated ontologies need more modification if they are to be used for question generation and we also suggest a list of concept naming patterns that need to be considered for such ontology modification.
43#
發(fā)表于 2025-3-29 01:24:04 | 只看該作者
44#
發(fā)表于 2025-3-29 03:51:11 | 只看該作者
Intelligent Tutoring Systemsare described from the point of view of their functionalities and typical features which differentiate them. The authors conclude with an attempt to choose the best features of each system, which would lead to the creation of an even more sophisticated intelligent tutoring system for e-learning.
45#
發(fā)表于 2025-3-29 07:37:42 | 只看該作者
Online Distance Education Materials and Accessibility: Case Study of University College of Estate Marsity College of Estate Management to make its materials more accessible. Awareness-raising amongst staff and gaining senior management support are important factors that determine the success of accessibility initiatives. Weaving accessibility into an institutional culture is a long-term project that requires dedication and thorough planning.
46#
發(fā)表于 2025-3-29 13:35:43 | 只看該作者
Raising Engagement and Motivation Through Gamified e-Portfolio in Kolej Profesional MARA (KPM), Malaification’. The outcome of this survey shows that there are currently acceptable levels of current infrastructure and facilities provided at the institution with a satisfactory knowledge of portfolios and game elements. However, there is an interesting misconception of what ‘gamification’ is from the student’s perspectives.
47#
發(fā)表于 2025-3-29 18:32:19 | 只看該作者
48#
發(fā)表于 2025-3-29 20:17:43 | 只看該作者
49#
發(fā)表于 2025-3-30 02:42:12 | 只看該作者
50#
發(fā)表于 2025-3-30 04:42:17 | 只看該作者
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