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game-based learning (võtmesõna)
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1
artikkel kogumikus EST
/
artikkel kogumikus 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
artikkel kogumikus EST
/
artikkel kogumikus ENG
2
raamat
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
raamat
3
raamat
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
raamat
4
artikkel kogumikus
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
artikkel kogumikus
Kirjeid leitud 4, kuvan
1 - 4
võtmesõna
268
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.
task based learning
14.
Web and computer-based learning
15.
work-based learning
16.
beer game
17.
Coalitional game model
18.
computer game
19.
Eco-GAME
20.
educational game
21.
FLIGBY game
22.
game
23.
game changer
24.
game industry
25.
game programming
26.
game theory
27.
game-theoretic modelling
28.
game-theoretic semantics
29.
in-game content purchase motivations (IGCPMS)
30.
serious game
31.
Stackelberg game
32.
video game
33.
active blended learning
34.
active learning
35.
active learning and engagement
36.
active learning methods
37.
adaptive learning
38.
adversarial machine learning
39.
adversarial machine-learning
40.
algorithm controlling the learning process
41.
appetitive associative learning
42.
approach to learning
43.
Attitude to learning
44.
authoritarian learning
45.
automata learning
46.
automatic machine learning (autoML)
47.
bayesian learning
48.
BIM-enabled learning
49.
BIM-enabled learning environment
50.
biophilic learning environments
51.
blended learning
52.
business school as learning organization
53.
business school learning organization questionnaire (BSLOQ)
54.
business school learning rate dependence on GPD
55.
business school learning rate measurement instrument
56.
city-to-city learning
57.
client learning
58.
Collaborative e-learning
59.
collaborative learning
60.
competence learning
61.
Component organised learning (COL)
62.
computer assisted language learning
63.
computer-assisted language learning (CALL)
64.
contrastive learning
65.
cooperative reinforcement learning
66.
coping with online teaching and learning
67.
customer learning
68.
data analytics and machine learning
69.
deep learning
70.
deep learning (DL)
71.
deep learning classifier
72.
deep learning method
73.
deep learning methods
74.
deep learning model
75.
deep learning model quantization
76.
deep learning network
77.
deep reinforcement learning
78.
Deep reinforcing learning SDN
79.
Deep-learning
80.
deep-learning (DL)
81.
dictionary learning
82.
digital learning module
83.
digital remote learning
84.
Dimensions of Learning Organisation Questionnaire (DLOQ)
85.
distance learning
86.
distant learning
87.
distributed independent reinforcement learning
88.
double Q-learning
89.
effective teaching and learning
90.
e-learning
91.
e‐learning
92.
e-Learning course
93.
e-Learning database
94.
e-learning environment
95.
electronic learning
96.
embedded deep learning
97.
Emergency remote learning
98.
ensemble learning
99.
enterprising and entrepreneurial learning
100.
entrepreneurial learning
101.
entrepreneurial teaching and learning
102.
ESG-learning
103.
experiential learning
104.
explainable machine learning
105.
Federated learning
106.
federated learning (FL)
107.
flexible learning
108.
Gamified learning
109.
graph machine learning
110.
guided in-service learning
111.
hands-on-learning
112.
history learning
113.
horizontal federated learning
114.
human-centred learning
115.
hybrid learning
116.
Immersive Learning
117.
incremental learning
118.
inductive learning
119.
inductive learning algorithm
120.
interactive learning objects
121.
interdisciplinary learning
122.
interpretable machine learning
123.
inverse reinforcement learning
124.
investor learning
125.
iterative learning
126.
Kolb’s experiential learning cycle
127.
language learning
128.
Learner-centered learning environment
129.
learning
130.
learning (artificial intelligence)
131.
learning activities
132.
learning adaptation in autonomous vehicles
133.
learning algorithm
134.
learning analysis
135.
learning analytics
136.
learning and experimentation
137.
learning and health outcomes
138.
learning and memory
139.
learning business school
140.
learning by teaching
141.
learning concept
142.
learning content
143.
learning design
144.
learning difficulties
145.
Learning environment
146.
learning experience
147.
learning factory
148.
Learning from Demonstration
149.
learning infrastructures
150.
Learning Lab
151.
learning management
152.
learning management system
153.
learning management systems
154.
learning methodology
155.
learning metrics
156.
learning models
157.
learning motivation
158.
learning objectives
159.
learning objects
160.
learning organization
161.
learning orientation
162.
learning outcomes
163.
learning process
164.
learning processes
165.
learning rate
166.
learning rate dependence on ownership form
167.
learning rate of organization
168.
learning region
169.
learning situation
170.
learning software agents
171.
learning styles
172.
learning systems
173.
learning technologies
174.
learning theories
175.
learning through the questionnaires
176.
learning university
177.
learning-to-rank
178.
lifelong learning
179.
long-short term learning
180.
machine learning
181.
machine learning (ML)
182.
machine learning algorithms
183.
machine learning approach
184.
Machine Learning Explainable model
185.
machine learning for environmental applications
186.
machine learning models
187.
machine learning systems
188.
machine-learning
189.
machine-learning predictive model
190.
mathematics students learning habits
191.
Meaningful learning
192.
measuring learning
193.
mobile learning
194.
model learning
195.
Multi-agent reinforcement learning
196.
multi-task learning
197.
mutual learning
198.
new learning models
199.
node embedding learning
200.
NREN e-learning
201.
on-device transfer learning
202.
online learning
203.
ontologies for learning systems
204.
ontology learning
205.
Open Learning Resources (OLR)
206.
organisational learning
207.
organizational learning
208.
organizational learning measurement instruments
209.
organizational learning rate dependence on management
210.
organizational learning rate measurement
211.
outcome oriented learning
212.
Parkinson’s disease machine learning
213.
peer‐to‐peer learning group
214.
personalised learning
215.
Personalized learning
216.
policy learning
217.
project learning
218.
Q-learning
219.
Q-learning algorithm
220.
query learning
221.
regional learning
222.
reinforcement learning
223.
Reinforcement Learning (RL)
224.
relative learning performance
225.
Remote learning
226.
research-oriented learning
227.
reusable learning objects
228.
robust machine learning
229.
scholarship of teaching and learning
230.
self learning software
231.
self learning system
232.
self-learning
233.
self-regulated learning
234.
semi-supervised learning
235.
sequence of learning activities
236.
SIS problem, learning with errors
237.
small data machine learning
238.
smart learning
239.
smart learning environment
240.
social learning
241.
socio-emotional learning
242.
stochastic learning theory
243.
student centred learning
244.
supervised contrastive learning
245.
supervised learning
246.
supervised learning data
247.
supervised machine learning
248.
synchronous hybrid learning
249.
zero-shot learning
250.
team learning
251.
Technological learning
252.
technology-enhanced learning
253.
the dimensions of the learning organisation
254.
the dimensions of the learning organization questionnaire (DLOQ)
255.
tools for interactive learning and teaching
256.
trans-disciplinary social-learning
257.
transfer learning
258.
true online reinforcement learning
259.
ubiquitous learning
260.
unsupervised learning
261.
unsupervised machine learning
262.
urban learning center
263.
value of learning
264.
web and computerbased learning
265.
virtual collaborative learning environment (VCLE)
266.
virtual learning environment
267.
virtual learning factory
268.
workplace learning
autor
1
1.
ELIXIR Machine Learning Focus Group
märksõna
1
1.
UNDP Urban Learning Center
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