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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
281
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.
Artificial Intelligence in learning
44.
Attitude to learning
45.
authoritarian learning
46.
automata learning
47.
automatic machine learning (autoML)
48.
bayesian learning
49.
BIM-enabled learning
50.
BIM-enabled learning environment
51.
biophilic learning environments
52.
blended learning
53.
business school as learning organization
54.
business school learning organization questionnaire (BSLOQ)
55.
business school learning rate dependence on GPD
56.
business school learning rate measurement instrument
57.
city-to-city learning
58.
client learning
59.
Collaborative e-learning
60.
collaborative learning
61.
competence learning
62.
Component organised learning (COL)
63.
computer assisted language learning
64.
computer-assisted language learning (CALL)
65.
context-aware learning system
66.
contrastive learning
67.
cooperative reinforcement learning
68.
coping with online teaching and learning
69.
customer learning
70.
data analytics and machine learning
71.
deep learning
72.
deep learning (DL)
73.
deep learning classifier
74.
deep learning method
75.
deep learning methods
76.
deep learning model
77.
deep learning model quantization
78.
deep learning network
79.
deep reinforcement learning
80.
Deep reinforcing learning SDN
81.
Deep-learning
82.
deep-learning (DL)
83.
dictionary learning
84.
digital learning module
85.
digital learning tool design development
86.
digital remote learning
87.
Dimensions of Learning Organisation Questionnaire (DLOQ)
88.
distance learning
89.
distant learning
90.
distributed independent reinforcement learning
91.
double Q-learning
92.
effective teaching and learning
93.
e-learning
94.
e‐learning
95.
e-Learning course
96.
e-Learning database
97.
e-learning environment
98.
electronic learning
99.
embedded deep learning
100.
Emergency remote learning
101.
ensemble learning
102.
enterprising and entrepreneurial learning
103.
entrepreneurial learning
104.
entrepreneurial teaching and learning
105.
ESG-learning
106.
experiential learning
107.
explainable machine learning
108.
Federated learning
109.
federated learning (FL)
110.
flexible learning
111.
Gamified learning
112.
graph machine learning
113.
guided in-service learning
114.
hands-on learning
115.
hands-on-learning
116.
history learning
117.
horizontal federated learning
118.
human-centred learning
119.
hybrid learning
120.
Immersive Learning
121.
inclusive learning
122.
incremental learning
123.
inductive learning
124.
inductive learning algorithm
125.
interactive learning objects
126.
interdisciplinary learning
127.
interpretable machine learning
128.
inverse reinforcement learning
129.
investor learning
130.
iterative learning
131.
Kolb’s experiential learning cycle
132.
language learning
133.
Learner-centered learning environment
134.
learning
135.
learning (artificial intelligence)
136.
learning activities
137.
learning adaptation in autonomous vehicles
138.
learning algorithm
139.
learning analysis
140.
learning analytics
141.
learning and experimentation
142.
learning and health outcomes
143.
learning and memory
144.
learning business school
145.
learning by teaching
146.
learning concept
147.
learning content
148.
learning design
149.
learning difficulties
150.
Learning environment
151.
learning experience
152.
learning factory
153.
Learning from Demonstration
154.
learning infrastructures
155.
Learning Lab
156.
learning management
157.
learning management system
158.
learning management systems
159.
learning methodology
160.
learning metrics
161.
learning models
162.
learning motivation
163.
learning objectives
164.
learning objects
165.
learning organization
166.
learning orientation
167.
learning outcomes
168.
learning process
169.
learning processes
170.
learning rate
171.
learning rate dependence on ownership form
172.
learning rate of organization
173.
learning region
174.
learning situation
175.
learning software agents
176.
learning styles
177.
learning systems
178.
learning technologies
179.
learning theories
180.
learning through the questionnaires
181.
learning university
182.
learning-to-rank
183.
lifelong learning
184.
long-short term learning
185.
machine learning
186.
machine learning (ML)
187.
machine learning algorithms
188.
machine learning applications in power systems
189.
machine learning approach
190.
Machine Learning Explainable model
191.
machine learning for environmental applications
192.
machine learning models
193.
machine learning systems
194.
machine-learning
195.
machine-learning control
196.
machine-learning predictive model
197.
mathematics students learning habits
198.
Meaningful learning
199.
measuring learning
200.
mobile learning
201.
model learning
202.
Multi-agent deep reinforcement learning
203.
Multi-agent reinforcement learning
204.
multi-task learning
205.
mutual learning
206.
new learning models
207.
node embedding learning
208.
NREN e-learning
209.
on-device transfer learning
210.
online distance learning
211.
online learning
212.
ontologies for learning systems
213.
ontology learning
214.
Open Learning Resources (OLR)
215.
organisational learning
216.
organizational learning
217.
organizational learning measurement instruments
218.
organizational learning rate dependence on management
219.
organizational learning rate measurement
220.
outcome oriented learning
221.
Parkinson’s disease machine learning
222.
peer‐to‐peer learning group
223.
personalised learning
224.
personalized learning
225.
policy learning
226.
probability-informed machine learning
227.
project learning
228.
Q-learning
229.
Q-learning algorithm
230.
query learning
231.
regional learning
232.
reinforcement learning
233.
Reinforcement Learning (RL)
234.
relative learning performance
235.
Remote learning
236.
research-oriented learning
237.
reusable learning objects
238.
robust machine learning
239.
scholarship of teaching and learning
240.
self learning software
241.
self learning system
242.
self-learning
243.
self-regulated learning
244.
semi-supervised learning
245.
sequence of learning activities
246.
sequence to sequence learning
247.
sequential learning
248.
SIS problem, learning with errors
249.
small data machine learning
250.
smart learning
251.
smart learning environment
252.
social learning
253.
socio-emotional learning
254.
Statistical Machine learning
255.
stochastic learning theory
256.
student centred learning
257.
supervised contrastive learning
258.
supervised learning
259.
supervised learning data
260.
supervised machine learning
261.
synchronous hybrid learning
262.
zero-shot learning
263.
team learning
264.
Technological learning
265.
technology-enhanced learning
266.
the dimensions of the learning organisation
267.
the dimensions of the learning organization questionnaire (DLOQ)
268.
tools for interactive learning and teaching
269.
trans-disciplinary social-learning
270.
transfer learning
271.
true online reinforcement learning
272.
ubiquitous learning
273.
unsupervised learning
274.
unsupervised machine learning
275.
urban learning center
276.
value of learning
277.
web and computerbased learning
278.
virtual collaborative learning environment (VCLE)
279.
virtual learning environment
280.
virtual learning factory
281.
workplace learning
autor
1
1.
ELIXIR Machine Learning Focus Group
märksõna
1
1.
UNDP Urban Learning Center
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