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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
Auer, Michael E.
;
Pachatz, Wolfgang
;
Rüütmann, Tiia
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
Auer, Michael E.
;
Pachatz, Wolfgang
;
Rüütmann, Tiia
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
221
1.
game-based learning
2.
game based learning
3.
competence based learning
4.
competence-based learning
5.
competency based learning
6.
computer based learning
7.
problem-based learning
8.
Problem-based learning (PBL)
9.
project-based learning
10.
task based learning
11.
Web and computer-based learning
12.
work-based learning
13.
beer game
14.
Coalitional game model
15.
computer game
16.
Eco-GAME
17.
educational game
18.
game
19.
game changer
20.
game industry
21.
game programming
22.
game theory
23.
game-theoretic modelling
24.
game-theoretic semantics
25.
serious game
26.
Stackelberg game
27.
video game
28.
active learning
29.
active learning methods
30.
adversarial machine learning
31.
adversarial machine-learning
32.
algorithm controlling the learning process
33.
appetitive associative learning
34.
approach to learning
35.
Attitude to learning
36.
authoritarian learning
37.
automata learning
38.
automatic machine learning (autoML)
39.
BIM-enabled learning
40.
BIM-enabled learning environment
41.
blended learning
42.
business school as learning organization
43.
business school learning organization questionnaire (BSLOQ)
44.
business school learning rate dependence on GPD
45.
business school learning rate measurement instrument
46.
client learning
47.
Collaborative e-learning
48.
collaborative learning
49.
competence learning
50.
Component organised learning (COL)
51.
computer assisted language learning
52.
computer-assisted language learning (CALL)
53.
cooperative reinforcement learning
54.
coping with online teaching and learning
55.
customer learning
56.
deep learning
57.
deep learning (DL)
58.
deep learning classifier
59.
deep learning model
60.
deep learning network
61.
deep reinforcement learning
62.
Deep reinforcing learning SDN
63.
Deep-learning
64.
deep-learning (DL)
65.
dictionary learning
66.
digital learning module
67.
Dimensions of Learning Organisation Questionnaire (DLOQ)
68.
distance learning
69.
distant learning
70.
distributed independent reinforcement learning
71.
double Q-learning
72.
effective teaching and learning
73.
e-learning
74.
e‐learning
75.
e-Learning course
76.
e-Learning database
77.
e-learning environment
78.
electronic learning
79.
embedded deep learning
80.
Emergency remote learning
81.
ensemble learning
82.
enterprising and entrepreneurial learning
83.
entrepreneurial learning
84.
entrepreneurial teaching and learning
85.
experiential learning
86.
Federated learning
87.
federated learning (FL)
88.
flexible learning
89.
guided in-service learning
90.
hands-on-learning
91.
history learning
92.
hybrid learning
93.
incremental learning
94.
inductive learning
95.
inductive learning algorithm
96.
interactive learning objects
97.
interdisciplinary learning
98.
inverse reinforcement learning
99.
investor learning
100.
iterative learning
101.
Learner-centered learning environment
102.
learning
103.
learning (artificial intelligence)
104.
learning activities
105.
learning adaptation in autonomous vehicles
106.
learning algorithm
107.
learning analysis
108.
learning analytics
109.
learning and experimentation
110.
learning and health outcomes
111.
learning and memory
112.
learning business school
113.
learning by teaching
114.
learning concept
115.
learning difficulties
116.
Learning environment
117.
learning experience
118.
learning infrastructures
119.
Learning Lab
120.
learning management
121.
learning management system
122.
learning management systems
123.
learning methodology
124.
learning metrics
125.
learning models
126.
learning motivation
127.
learning objectives
128.
learning objects
129.
learning organization
130.
learning orientation
131.
learning outcomes
132.
learning process
133.
learning processes
134.
learning rate
135.
learning rate dependence on ownership form
136.
learning rate of organization
137.
learning region
138.
learning situation
139.
learning software agents
140.
learning styles
141.
learning systems
142.
learning technologies
143.
learning theories
144.
learning through the questionnaires
145.
learning university
146.
learning-to-rank
147.
lifelong learning
148.
machine learning
149.
machine learning (ML)
150.
machine learning algorithms
151.
machine learning approach
152.
Machine Learning Explainable model
153.
machine learning for environmental applications
154.
machine-learning
155.
machine-learning predictive model
156.
mathematics students learning habits
157.
Meaningful learning
158.
measuring learning
159.
mobile learning
160.
model learning
161.
Multi-agent reinforcement learning
162.
mutual learning
163.
new learning models
164.
node embedding learning
165.
NREN e-learning
166.
on-device transfer learning
167.
online learning
168.
ontologies for learning systems
169.
ontology learning
170.
organisational learning
171.
organizational learning
172.
organizational learning measurement instruments
173.
organizational learning rate dependence on management
174.
organizational learning rate measurement
175.
outcome oriented learning
176.
Parkinson’s disease machine learning
177.
peer‐to‐peer learning group
178.
personalised learning
179.
policy learning
180.
project learning
181.
Q-learning
182.
Q-learning algorithm
183.
query learning
184.
regional learning
185.
reinforcement learning
186.
relative learning performance
187.
Remote learning
188.
research-oriented learning
189.
reusable learning objects
190.
robust machine learning
191.
scholarship of teaching and learning
192.
self learning software
193.
self learning system
194.
self-learning
195.
self-regulated learning
196.
semi-supervised learning
197.
small data machine learning
198.
smart learning
199.
smart learning environment
200.
social learning
201.
stochastic learning theory
202.
supervised learning
203.
supervised learning data
204.
supervised machine learning
205.
team learning
206.
Technological learning
207.
the dimensions of the learning organisation
208.
the dimensions of the learning organization questionnaire (DLOQ)
209.
tools for interactive learning and teaching
210.
trans-disciplinary social-learning
211.
transfer learning
212.
true online reinforcement learning
213.
ubiquitous learning
214.
unsupervised learning
215.
unsupervised machine learning
216.
urban learning center
217.
value of learning
218.
web and computerbased learning
219.
virtual learning environment
220.
virtual learning factory
221.
workplace learning
autor
1
1.
ELIXIR Machine Learning Focus Group
märksõna
1
1.
UNDP Urban Learning Center
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