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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
223
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 blended learning
29.
active learning
30.
active learning methods
31.
adversarial machine learning
32.
adversarial machine-learning
33.
algorithm controlling the learning process
34.
appetitive associative learning
35.
approach to learning
36.
Attitude to learning
37.
authoritarian learning
38.
automata learning
39.
automatic machine learning (autoML)
40.
BIM-enabled learning
41.
BIM-enabled learning environment
42.
blended learning
43.
business school as learning organization
44.
business school learning organization questionnaire (BSLOQ)
45.
business school learning rate dependence on GPD
46.
business school learning rate measurement instrument
47.
client learning
48.
Collaborative e-learning
49.
collaborative learning
50.
competence learning
51.
Component organised learning (COL)
52.
computer assisted language learning
53.
computer-assisted language learning (CALL)
54.
cooperative reinforcement learning
55.
coping with online teaching and learning
56.
customer learning
57.
deep learning
58.
deep learning (DL)
59.
deep learning classifier
60.
deep learning model
61.
deep learning network
62.
deep reinforcement learning
63.
Deep reinforcing learning SDN
64.
Deep-learning
65.
deep-learning (DL)
66.
dictionary learning
67.
digital learning module
68.
Dimensions of Learning Organisation Questionnaire (DLOQ)
69.
distance learning
70.
distant learning
71.
distributed independent reinforcement learning
72.
double Q-learning
73.
effective teaching and learning
74.
e-learning
75.
e‐learning
76.
e-Learning course
77.
e-Learning database
78.
e-learning environment
79.
electronic learning
80.
embedded deep learning
81.
Emergency remote learning
82.
ensemble learning
83.
enterprising and entrepreneurial learning
84.
entrepreneurial learning
85.
entrepreneurial teaching and learning
86.
experiential learning
87.
Federated learning
88.
federated learning (FL)
89.
flexible learning
90.
guided in-service learning
91.
hands-on-learning
92.
history learning
93.
hybrid learning
94.
incremental learning
95.
inductive learning
96.
inductive learning algorithm
97.
interactive learning objects
98.
interdisciplinary learning
99.
inverse reinforcement learning
100.
investor learning
101.
iterative learning
102.
Learner-centered learning environment
103.
learning
104.
learning (artificial intelligence)
105.
learning activities
106.
learning adaptation in autonomous vehicles
107.
learning algorithm
108.
learning analysis
109.
learning analytics
110.
learning and experimentation
111.
learning and health outcomes
112.
learning and memory
113.
learning business school
114.
learning by teaching
115.
learning concept
116.
learning difficulties
117.
Learning environment
118.
learning experience
119.
learning infrastructures
120.
Learning Lab
121.
learning management
122.
learning management system
123.
learning management systems
124.
learning methodology
125.
learning metrics
126.
learning models
127.
learning motivation
128.
learning objectives
129.
learning objects
130.
learning organization
131.
learning orientation
132.
learning outcomes
133.
learning process
134.
learning processes
135.
learning rate
136.
learning rate dependence on ownership form
137.
learning rate of organization
138.
learning region
139.
learning situation
140.
learning software agents
141.
learning styles
142.
learning systems
143.
learning technologies
144.
learning theories
145.
learning through the questionnaires
146.
learning university
147.
learning-to-rank
148.
lifelong learning
149.
machine learning
150.
machine learning (ML)
151.
machine learning algorithms
152.
machine learning approach
153.
Machine Learning Explainable model
154.
machine learning for environmental applications
155.
machine-learning
156.
machine-learning predictive model
157.
mathematics students learning habits
158.
Meaningful learning
159.
measuring learning
160.
mobile learning
161.
model learning
162.
Multi-agent reinforcement learning
163.
mutual learning
164.
new learning models
165.
node embedding learning
166.
NREN e-learning
167.
on-device transfer learning
168.
online learning
169.
ontologies for learning systems
170.
ontology learning
171.
organisational learning
172.
organizational learning
173.
organizational learning measurement instruments
174.
organizational learning rate dependence on management
175.
organizational learning rate measurement
176.
outcome oriented learning
177.
Parkinson’s disease machine learning
178.
peer‐to‐peer learning group
179.
personalised learning
180.
policy learning
181.
project learning
182.
Q-learning
183.
Q-learning algorithm
184.
query learning
185.
regional learning
186.
reinforcement learning
187.
Reinforcement Learning (RL)
188.
relative learning performance
189.
Remote learning
190.
research-oriented learning
191.
reusable learning objects
192.
robust machine learning
193.
scholarship of teaching and learning
194.
self learning software
195.
self learning system
196.
self-learning
197.
self-regulated learning
198.
semi-supervised learning
199.
small data machine learning
200.
smart learning
201.
smart learning environment
202.
social learning
203.
stochastic learning theory
204.
supervised learning
205.
supervised learning data
206.
supervised machine learning
207.
team learning
208.
Technological learning
209.
the dimensions of the learning organisation
210.
the dimensions of the learning organization questionnaire (DLOQ)
211.
tools for interactive learning and teaching
212.
trans-disciplinary social-learning
213.
transfer learning
214.
true online reinforcement learning
215.
ubiquitous learning
216.
unsupervised learning
217.
unsupervised machine learning
218.
urban learning center
219.
value of learning
220.
web and computerbased learning
221.
virtual learning environment
222.
virtual learning factory
223.
workplace learning
autor
1
1.
ELIXIR Machine Learning Focus Group
märksõna
1
1.
UNDP Urban Learning Center
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