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1
book article EST
/
book article ENG
Gamification model for developing e-learning in Libyan higher education
Al Ghawail, Entisar Alhadi
;
Ben Yahia, Sadok
;
Alrzini, Joma Rajab
Smart education and e-learning 2021
2022
/
p. 97-110 : ill
https://doi.org/10.1007/978-981-16-2834-4_9
Conference proceeding at Scopus
Article at Scopus
book article EST
/
book article ENG
2
book
Learning in the Age of Digital and Green Transition : Proceedings of the 25th International Conference on Interactive Collaborative Learning (ICL2022), Volume 1
2023
https://doi.org/10.1007/978-3-031-26876-2
book
3
book
Learning in the Age of Digital and Green Transition : Proceedings of the 25th International Conference on Interactive Collaborative Learning (ICL2022), Volume 2
2023
https://doi.org/10.1007/978-3-031-26190-9
book
4
book article
Obtaining better metrics for complex serious games within virtualised simulation environments
Mäses, Sten
;
Hallaq, Bil
;
Maennel, Olaf Manuel
11th European Conference on Games Based Learning (ECGBL 2017) : Graz, Austria, 5 - 6 October 2017
2017
/
p. 428-434 : ill
http://www.scopus.com/inward/record.uri?eid=2-s2.0-85036459293&partnerID=40&md5=2ba817e29bec893e126f50a3d4ede83c
book article
Number of records 4, displaying
1 - 4
keyword
283
1.
game-based learning
2.
game based learning
3.
game-based proofs
4.
challenge-based learning
5.
Challenge-Based Learning (CBL)
6.
competence based learning
7.
competence-based learning
8.
competency based learning
9.
computer based learning
10.
problem-based learning
11.
Problem-based learning (PBL)
12.
project based learning
13.
project-based learning
14.
task based learning
15.
Web and computer-based learning
16.
work-based learning
17.
beer game
18.
Coalitional game model
19.
computer game
20.
Eco-GAME
21.
educational game
22.
FLIGBY game
23.
game
24.
game changer
25.
game industry
26.
game programming
27.
game theory
28.
game-theoretic modelling
29.
game-theoretic semantics
30.
in-game content purchase motivations (IGCPMS)
31.
serious game
32.
Stackelberg game
33.
video game
34.
active blended learning
35.
active learning
36.
active learning and engagement
37.
active learning methods
38.
adaptive learning
39.
adversarial machine learning
40.
adversarial machine-learning
41.
algorithm controlling the learning process
42.
appetitive associative learning
43.
approach to learning
44.
Artificial Intelligence in learning
45.
Attitude to learning
46.
authoritarian learning
47.
automata learning
48.
automatic machine learning (autoML)
49.
bayesian learning
50.
BIM-enabled learning
51.
BIM-enabled learning environment
52.
biophilic learning environments
53.
blended learning
54.
business school as learning organization
55.
business school learning organization questionnaire (BSLOQ)
56.
business school learning rate dependence on GPD
57.
business school learning rate measurement instrument
58.
city-to-city learning
59.
client learning
60.
Collaborative e-learning
61.
collaborative learning
62.
competence learning
63.
Component organised learning (COL)
64.
computer assisted language learning
65.
computer-assisted language learning (CALL)
66.
context-aware learning system
67.
contrastive learning
68.
cooperative reinforcement learning
69.
coping with online teaching and learning
70.
customer learning
71.
data analytics and machine learning
72.
deep learning
73.
deep learning (DL)
74.
deep learning classifier
75.
deep learning method
76.
deep learning methods
77.
deep learning model
78.
deep learning model quantization
79.
deep learning network
80.
deep reinforcement learning
81.
Deep reinforcing learning SDN
82.
Deep-learning
83.
deep-learning (DL)
84.
dictionary learning
85.
digital learning module
86.
digital learning tool design development
87.
digital remote learning
88.
Dimensions of Learning Organisation Questionnaire (DLOQ)
89.
distance learning
90.
distant learning
91.
distributed independent reinforcement learning
92.
double Q-learning
93.
effective teaching and learning
94.
e-learning
95.
e‐learning
96.
e-Learning course
97.
e-Learning database
98.
e-learning environment
99.
electronic learning
100.
embedded deep learning
101.
Emergency remote learning
102.
ensemble learning
103.
enterprising and entrepreneurial learning
104.
entrepreneurial learning
105.
entrepreneurial teaching and learning
106.
ESG-learning
107.
experiential learning
108.
explainable machine learning
109.
Federated learning
110.
federated learning (FL)
111.
flexible learning
112.
Gamified learning
113.
graph machine learning
114.
guided in-service learning
115.
hands-on learning
116.
hands-on-learning
117.
history learning
118.
horizontal federated learning
119.
human-centred learning
120.
hybrid learning
121.
Immersive Learning
122.
inclusive learning
123.
incremental learning
124.
inductive learning
125.
inductive learning algorithm
126.
interactive learning objects
127.
interdisciplinary learning
128.
interpretable machine learning
129.
inverse reinforcement learning
130.
investor learning
131.
iterative learning
132.
Kolb’s experiential learning cycle
133.
language learning
134.
Learner-centered learning environment
135.
learning
136.
learning (artificial intelligence)
137.
learning activities
138.
learning adaptation in autonomous vehicles
139.
learning algorithm
140.
learning analysis
141.
learning analytics
142.
learning and experimentation
143.
learning and health outcomes
144.
learning and memory
145.
learning business school
146.
learning by teaching
147.
learning concept
148.
learning content
149.
learning design
150.
learning difficulties
151.
Learning environment
152.
learning experience
153.
learning factory
154.
Learning from Demonstration
155.
learning infrastructures
156.
Learning Lab
157.
learning management
158.
learning management system
159.
learning management systems
160.
learning methodology
161.
learning metrics
162.
learning models
163.
learning motivation
164.
learning objectives
165.
learning objects
166.
learning organization
167.
learning orientation
168.
learning outcomes
169.
learning process
170.
learning processes
171.
learning rate
172.
learning rate dependence on ownership form
173.
learning rate of organization
174.
learning region
175.
learning situation
176.
learning software agents
177.
learning styles
178.
learning systems
179.
learning technologies
180.
learning theories
181.
learning through the questionnaires
182.
learning university
183.
learning-to-rank
184.
lifelong learning
185.
long-short term learning
186.
machine learning
187.
machine learning (ML)
188.
machine learning algorithms
189.
machine learning applications in power systems
190.
machine learning approach
191.
Machine Learning Explainable model
192.
machine learning for environmental applications
193.
machine learning models
194.
machine learning systems
195.
machine-learning
196.
machine-learning control
197.
machine-learning predictive model
198.
mathematics students learning habits
199.
Meaningful learning
200.
measuring learning
201.
mobile learning
202.
model learning
203.
Multi-agent deep reinforcement learning
204.
Multi-agent reinforcement learning
205.
multi-task learning
206.
mutual learning
207.
new learning models
208.
node embedding learning
209.
NREN e-learning
210.
on-device transfer learning
211.
online distance learning
212.
online learning
213.
ontologies for learning systems
214.
ontology learning
215.
Open Learning Resources (OLR)
216.
organisational learning
217.
organizational learning
218.
organizational learning measurement instruments
219.
organizational learning rate dependence on management
220.
organizational learning rate measurement
221.
outcome oriented learning
222.
Parkinson’s disease machine learning
223.
peer‐to‐peer learning group
224.
personalised learning
225.
personalized learning
226.
policy learning
227.
probability-informed machine learning
228.
project learning
229.
Q-learning
230.
Q-learning algorithm
231.
query learning
232.
regional learning
233.
reinforcement learning
234.
Reinforcement Learning (RL)
235.
relative learning performance
236.
Remote learning
237.
research-oriented learning
238.
reusable learning objects
239.
robust machine learning
240.
scholarship of teaching and learning
241.
second language learning
242.
self learning software
243.
self learning system
244.
self-learning
245.
self-regulated learning
246.
semi-supervised learning
247.
sequence of learning activities
248.
sequence to sequence learning
249.
sequential learning
250.
SIS problem, learning with errors
251.
small data machine learning
252.
smart learning
253.
smart learning environment
254.
social learning
255.
socio-emotional learning
256.
Statistical Machine learning
257.
stochastic learning theory
258.
student centred learning
259.
supervised contrastive learning
260.
supervised learning
261.
supervised learning data
262.
supervised machine learning
263.
synchronous hybrid learning
264.
zero-shot learning
265.
team learning
266.
Technological learning
267.
technology-enhanced learning
268.
the dimensions of the learning organisation
269.
the dimensions of the learning organization questionnaire (DLOQ)
270.
tools for interactive learning and teaching
271.
trans-disciplinary social-learning
272.
transfer learning
273.
true online reinforcement learning
274.
ubiquitous learning
275.
unsupervised learning
276.
unsupervised machine learning
277.
urban learning center
278.
value of learning
279.
web and computerbased learning
280.
virtual collaborative learning environment (VCLE)
281.
virtual learning environment
282.
virtual learning factory
283.
workplace learning
author
1
1.
ELIXIR Machine Learning Focus Group
subject term
1
1.
UNDP Urban Learning Center
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