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