Academic literature on the topic 'Interactive Learning Module'

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Journal articles on the topic "Interactive Learning Module"

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Tarigan, Wenny Pinta Litna, Herbert Sipahutar, and Fauziyah Harahap. "The Effect of Interactive Digital Learning Module on Student’s Learning Activity and Autonomy." Bioedukasi: Jurnal Pendidikan Biologi 14, no. 2 (2021): 196. http://dx.doi.org/10.20961/bioedukasi-uns.v14i2.49366.

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<p class="AuthorInfo">In the modern society, the internet breaks through the restrictions on time and space and becomes a ubiquitous learning tool. Designing teaching activity for digital learning and flexibly applying technology tools are the key issues for current information technology integrated education. Interactive learning modules could be used in the classroom environment for effective learning. This study explored the effect of instructional modules for providing supplementary instruction in biology concepts. Interactive digital learning module was developed in order to assist
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Aisyah, Euis Sitinur, Rifat Syauqi Pahad, and Syali Alivia Syahdarani. "Perancangan Modul Interaktif Menggunakan Aplikasi Articulate Storyline Pada PT BFI Finance Indonesia Tbk." Journal Cerita 10, no. 1 (2024): 53–58. http://dx.doi.org/10.33050/cerita.v10i1.2976.

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M-Beat (Mobile BFI Edustream and Training Application) is a BFI Finance e-Learning platform dedicated to employee learning and training. One of the features of the M-Beat is the Interactive feature which is an interactive module. However, currently, only a few modules are already interactive. This is not yet fully effective because the modules still in PDF form are monotonous. Therefore, it is necessary to build interactive modules on other modules that are still in PDF form. In creating this interactive module, researchers used PowerPoint for storyboard creation, and Articulate Storyline 360
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Dwiningsih, Kusumawati, Sri Poedjiastoeti, Ahmad Lutfi, Sukarmin Sukarmin, Rusly Hidayah, and Ainun Nisa. "Interactive e-modules training and workshop as teaching materials the era of Society 5.0." Abdimas: Jurnal Pengabdian Masyarakat Universitas Merdeka Malang 7, no. 2 (2022): 295–308. http://dx.doi.org/10.26905/abdimas.v7i2.6615.

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Interactive e-modules are one of the innovations of teaching materials in Society 5.0 considered innovative for learning. As innovative teaching materials interactive e-modules are recommended, it is hoped that 21st-century teachers will be able to develop their interactive e-modules that suit students’ character and the learning methods used. However, based on a survey that has been conducted, 79% of teachers still use PowerPoint (.ppt) as teaching materials. This activity was held to provide training on making interactive e-modules to the chemistry MGMP team in Gresik based on a scientific a
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Rufia, Rufia, Misnah Misnah, and Bau Ratu. "Implementation of Interactive Science Module Based on Problem Based Learning to Increase Activeness Study." Journal of Education Method and Learning Strategy 3, no. 02 (2025): 366–73. https://doi.org/10.59653/jemls.v3i02.1751.

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This study aims to determine the effectiveness of the implementation of interactive modules of Science based on Problem Based Learning (PBL) in improving the learning activity and achievement of fourth-grade students of SDN 09 Bungku. The research methods used were observation, interviews, and evaluation of student learning outcomes before and after implementing the module. The results showed that the implementation of interactive modules based on PBL significantly improved student learning activity. Students became more enthusiastic, actively discussed, asked questions, and solved problems in
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Firmansyah, Ada Udi, and Lathifah. "Education Module as a Learning Aid for Fantasy-Based Materials via Local Area Network (LAN)." International Journal Software Engineering and Computer Science (IJSECS) 5, no. 1 (2025): 11–21. https://doi.org/10.35870/ijsecs.v5i1.3399.

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Fantasy Education Module is intended to enhance early childhood learning with engaging and interactive learning media. A wireless local area network (LAN) module has been developed for writing, reading and coloring activities to support and enhance classroom productivity. The system provides deeper learning of educational content with multimedia interactive features that can engage younger children in the topics. This paper examines the impact of LAN module design with interactive elements on children’s teaching methods and learning outcomes, concentrating specifically on the role of interacti
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Utami, Saza Kurnia, and Dony Novaliendry. "PENGEMBANGAN MODUL INTERAKTIF KOMPUTER DAN JARINGAN DASAR BERBASIS ANDROID." Voteteknika (Vocational Teknik Elektronika dan Informatika) 7, no. 4 (2020): 244. http://dx.doi.org/10.24036/voteteknika.v7i4.106720.

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The use of technology in education can simplify the learning process and increase the potential of students in developing interests and potential so that learning objectives can be achieved. Based on observations on the Computer and Basic Networking subjects at SMKN 5 Padang that teachers have not implemented the media in the form of interactive modules in the learning process so that it has an impact on student learning outcomes. The purpose of this research is to develop an interactive module Computer and Basic Networks. Making this module using Android Studio software. The development metho
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Tamaji and Arief Budijanto. "Pembelajaran Microcontroller MCS-51 Dengan Metodologi Interaktif." Jurnal Intake : Jurnal Penelitian Ilmu Teknik dan Terapan 8, no. 2 (2017): 61–66. http://dx.doi.org/10.48056/jintake.v8i2.26.

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Evaluation Board Microcontroller 89S51 / 89S82 / 89S53 (PEM-51) is a tool used to support microcontroller subject learning with an interactive methodology. PEM-51 consists of input / output modules that are integrated in one PCB board. The modules consist of a switch input, keypad module, LED module, seven segment display module, LCD display module, ADC (Analog to Digital Converter) module, DAC (Digital to Analog Conver) module, Stepper motor module. The software used in this tool is C using the Keil µVision4 compiler. The interactive learning process can be done by making a simulation circuit
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Tamaji, Tamaji, and Arief Budijanto. "Pembelajaran Microcontroller MCS-51 Dengan Metodologi Interaktif." Jurnal Intake : Jurnal Penelitian Ilmu Teknik dan Terapan 8, no. 2 (2017): 61–66. http://dx.doi.org/10.32492/jintake.v8i2.692.

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Evaluation Board Microcontroller 89S51 / 89S82 / 89S53 (PEM-51) is a tool used to support microcontroller subject learning with an interactive methodology. PEM-51 consists of input / output modules that are integrated in one PCB board. The modules consist of a switch input, keypad module, LED module, seven segment display module, LCD display module, ADC (Analog to Digital Converter) module, DAC (Digital to Analog Conver) module, Stepper motor module. The software used in this tool is C using the Keil µVision4 compiler. The interactive learning process can be done by making a simulation circuit
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Аnzorova, S., D. Madiyarova, A. Zubets, G. Zhumadilova, and E. Tlessova. "INTEGRATION OF DIGITAL AND PEDAGOGICAL TECHNOLOGIES IN THE PROCESS OF TEACHING STUDENTS OF SOCIO-ECONOMIC AND PEDAGOGICAL AREAS OF TRAINING." BULLETIN 3, no. 391 (2021): 170–75. http://dx.doi.org/10.32014/2021.2518-1467.117.

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Тhis study examines how to integrate the benefits of role-playing, collaborative and interactive learning, and realistic case studies in a virtual environment. The article describes the experience of implementing an educational model based on the online virtual reality platform Second Life (SL), which provides students with the opportunity to participate in role-playing games, interactive learning, and social interaction in the learning process. The proposed model consists of three modules: the module for the preparation of information, joint modeling, a reflexive module that provides practica
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Sape, Herwandi, Lukman, and Piether Magi Sambara. "Penggunaan E-Modul Interaktif dalam Meningkatkan Kemampuan Literasi Siswa." Jurnal Pendidikan dan Pembelajaran 4, no. 2 (2024): 101–6. https://doi.org/10.62388/jpdp.v4i2.522.

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This study aims to analyze the effectiveness of using interactive e-modules in improving the literacy skills of Fisheries Department students at SMK Negeri 1 Maros. Using a qualitative approach, data was collected through observation, interviews and document analysis. The results showed that the interactive e-module was able to increase students' interest in reading, material comprehension, and analysis skills. Students are more motivated to learn because e-modules present material visually and interactively through text, images, videos, and simulations. In addition, teachers also feel a posit
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Dissertations / Theses on the topic "Interactive Learning Module"

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Smith, Natalie T. (Natalie Tamika) 1978. "Interactive spectral analysis learning module." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/8600.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2001.<br>Includes bibliographical references (leaf 103).<br>Due to increased demand for interactive learning opportunities for engineering students, an interactive spectral analysis learning module was developed for the course Biomedical Signal and Image Processing (HST582J/6.555J/16.456J). The design of this module is based on the Star Legacy model, a pedagogical framework that promotes the creation of guided learning environments that use applications as the context for focused learn
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Wanyonyi, David Wafula. "Mobile presentations with interactive chat for m-Learning." Thesis, University of the Western Cape, 2010. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_5136_1319004472.

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Using presentations in an m-Learning environment enables delivery of rich content to a mobile phone learner. This study investigated how to prepare and stream presentations from a desktop computer to a mobile phone in near-realtime. It also addressed communication between users using interactive text chat in the same environment. Our analysis of text/podcast-based m-Learning applications revealed limited interactivity and lack of diversity in content streamed. To address this, we developed a mobile-based application that uses a task-timer model to synchronize with a server every n units of tim
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Amer, Rafat Samih. "Designing and evaluating an interactive dental educational module to teach freshman dental students." Thesis, University of Iowa, 2009. https://ir.uiowa.edu/etd/224.

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Certain Operative Dentistry skill sets, such as bonding procedures, do not require a refined psychomotor skill level as much as a mastery of the concepts, placement and timing requirements of the bonding procedure. Procedures such as these may lend themselves well to the interactive media style that today's students are so familiar with in a computer module "gaming" format.
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D'Agostino, Bianca. "The Influence of an Interactive Online Learning Module on Pre-Service Teachers’ Mental Health Literacy." Thesis, Université d'Ottawa / University of Ottawa, 2019. http://hdl.handle.net/10393/39213.

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Ensuring that teachers have high mental health literacy (MHL) is paramount, particularly because the prevalence rate for mental illness among children and adolescents is 10-20% (Mental Health Commission of Canada, 2013). Currently, there are few programs designed to increase the MHL of teachers, and the research base examining these is scant. As a result, more research is required to find effective methods of improving MHL among teachers. The current study explored the influence of a new, interactive MHL learning module on the MHL levels of B.Ed. candidates. A questionnaire largely adapted fro
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Dalmon, Danilo Leite. "Uma linha de produto de software para módulos de aprendizagem interativa." Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/45/45134/tde-27112015-232114/.

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Aplicativos educacionais podem promover diversos benefícios a professores e alunos, desde a redução de tarefas repetitivas à realização de atividades impossíveis com o uso de apenas lousa e papel. Módulos de Aprendizagem Interativa (iMA) são uma família de aplicativos educacionais que fornecem atividades interativas integradas a Sistemas de Gerenciamento de Cursos. O desenvolvimento de iMA, similarmente ao de outros sistemas criados em contexto de projetos acadêmicos, enfrenta problemas relacionados a manutenção e evolução de software, que afetam suas contribuições à sociedade. Isso é provocad
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Jamwal, Goldee. "Effective use of Interactive Learning Modules in Classroom Study for Computer Science Education." DigitalCommons@USU, 2012. http://digitalcommons.usu.edu/etd/1358.

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The National Science Foundation (NSF) is spending substantial resources to improve science, technology, engineering, and mathematics (STEM) education in the United States. The ultimate goal of these programs is to produce students with a better knowledge of math and science and who are more likely to pursue careers in STEM fields. Interactive learning modules can be used in the classroom environment for effective learning. This study examines the learning preferences of Logan High School (located in Logan, Utah) students and evaluates the impacts of using interactive learning modules with clas
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Otaala, Laura Ariko. "Action researching the interaction between teaching, learning, language and assessment at The University of Namibia." Thesis, University of the Western Cape, 2005. http://etd.uwc.ac.za/index.php?module=etd&amp.

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The purpose of this study was to investigate the views of students and lecturers at the University of Namibia about teaching and learning. The study specifically determined the views of students and lectures in relation to language, teaching, learning and assessment as well as what we might learn from analysis of these views to assist in improving teaching, learning and assessment.
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Chauvin, Simon. "Un modèle narratif pour les jeux vidéo émergents." Thesis, Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1261/document.

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Cette thèse a pour objectif de créer et évaluer un modèle narratif pour les jeux vidéo émergents dont une part importante du contenu est générée de façon procédurale. Elle propose pour cela une application dans le jeu vidéo Minecraft. L'approche classique de la narration dans les jeux vidéo s'adaptant difficilement à des expériences de jeu plus libres nous proposons de donner au joueur les moyens de transformer le récit en temps réel et de manière explicite grâce à une forme narrative modulaire et adaptative au contexte de jeu courant. Dans un premier temps, la thèse explore les liens entre na
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Jones, Piet. "Structure learning of gene interaction networks." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/86650.

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Thesis (MSc)--Stellenbosch University, 2014.<br>ENGLISH ABSTRACT: There is an ever increasing wealth of information that is being generated regarding biological systems, in particular information on the interactions and dependencies of genes and their regulatory process. It is thus important to be able to attach functional understanding to this wealth of information. Mathematics can potentially provide the tools needed to generate the necessary abstractions to model the complex system of gene interaction. Here the problem of uncovering gene interactions is cast in several contexts, name
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Fernández, Beltrán Rubén. "Characterisation and adaptive learning in interactive video retrieval." Doctoral thesis, Universitat Jaume I, 2016. http://hdl.handle.net/10803/387220.

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El objetivo principal de esta tesis consiste en utilizar eficazmente los modelos de tópicos latentes para afrontar el problema de la recuperación automática de vídeo. Concretamente, se pretende mejorar tanto a nivel de eficiencia como a nivel de precisión el actual estado del arte en materia de los sitemas de recuperación automática de vídeo. En general, los modelos de tópicos latentes son un conjunto de herramientas estadísticas que permiten extraer los patrones generadores de una colección de datos. Tradicionalmente, este tipo de técnicas no han sido consideradas de gran utilidad para los s
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Books on the topic "Interactive Learning Module"

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Polyakova, Anna, Tat'yana Sergeeva, and Irina Kitaeva. The continuous formation of the stochastic culture of schoolchildren in the context of the digital transformation of general education. INFRA-M Academic Publishing LLC., 2022. http://dx.doi.org/10.12737/1876368.

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The material presented in the monograph shows the possibilities of continuous teaching of mathematics at school, namely, the significant potential of modern information and communication technologies, with the help of which it is possible to form elements of stochastic culture among students. Continuity in learning is considered from two positions: procedural and educational-cognitive. In addition, a distinctive feature of the book is the presentation of the digital transformation of general education as a way to overcome the "new digital divide". Methodological features of promising digital t
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Delogu, Cristina, ed. Tecnologia per il web learning. Firenze University Press, 2008. http://dx.doi.org/10.36253/978-88-8453-571-9.

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This book maps out a course through the methodological and technological innovations of internet-based training, setting the emphasis on the collaborative character of experiences of learning and on the interactivity of the virtual workshops. On the one hand, this underscores the possibilities offered by the net to make available educational modes centred on the social process that enables learning in an active manner, rather than on the centrality of contents to be passively transferred to the students. On the other hand, it also shows how in the virtual workshops it is possible to develop on
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Hart, Jane, and Kirk Martinez. Glacial Analysis (Routledge Interactive Learning Modules). Routledge, 2005.

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Glacial Analysis: An Interactive Introduction (Routledge Interactive Learning Modules). Routledge, 1997.

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Waterhouse, Hannah, Melanie Burton, and Julia Neal. E-learning as a medium for communication skills training. Oxford University Press, 2017. http://dx.doi.org/10.1093/med/9780198736134.003.0031.

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This chapter explores the use of e-learning as a format for training communication skills within a degree level module in non-malignant palliative care. It discusses the need for such training before evaluating the benefits e-learning has to offer as a learning tool in the healthcare context. It describes how a ‘blended learning’ approach was taken with one study day combined with online interactive learning materials. Online exercises such as ‘drag and drop’ were used to facilitate students’ learning, together with the use of videos, external online links, and reflective diaries. The developm
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Saddik, Abdulmotaleb El. Interactive Multimedia Learning: Shared Reusable Visualization-Based Modules. Springer London, Limited, 2013.

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(Editor), Eugene A. Herman, Michael D. Pepe (Editor), and Robert T. Moore (Editor), eds. Linear Algebra: Modules for Interactive Learning Using Maple. Addison Wesley Publishing Company, 2000.

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Linear Algebra: Modules for Interactive Learning Using MAPLE, Preliminary Version. Addison-Wesley, 1999.

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Yates, Jan M. Interactive Distance Learning in PreK-12 Settings. Greenwood Publishing Group, Inc., 2003. http://dx.doi.org/10.5040/9798400671012.

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The wide array of possibilities for interactive distance learning in today's schools can be daunting. This book will help educators make the transition from technology-based learning modalities and integrate elements of distance learning into the curriculum. With emphasis on Internet-based delivery formats, author Jan M. Yates presents the latest research and proven techniques for creating effective distance-learning opportunities that enhance student achievement. This guide is indispensable for anyone serious about distance learning. Included are an introduction, models and examples of distan
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Oulasvirta, Antti, Per Ola Kristensson, Xiaojun Bi, and Andrew Howes, eds. Computational Interaction. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198799603.001.0001.

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This book presents computational interaction as an approach to explaining and enhancing the interaction between humans and information technology. Computational interaction applies abstraction, automation, and analysis to inform our understanding of the structure of interaction and also to inform the design of the software that drives new and exciting human-computer interfaces. The methods of computational interaction allow, for example, designers to identify user interfaces that are optimal against some objective criteria. They also allow software engineers to build interactive systems that a
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Book chapters on the topic "Interactive Learning Module"

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Hsiung, Wong Yau. "Interactive and Engaging Module Sites: The RASA Model." In Redesigning Learning for Greater Social Impact. Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-4223-2_18.

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Zamli, Kamal Z., Fakhrud Din, Nazirah Ramli, and Bestoun S. Ahmed. "Software Module Clustering Based on the Fuzzy Adaptive Teaching Learning Based Optimization Algorithm." In Intelligent and Interactive Computing. Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-6031-2_3.

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Abidin, Hazlin Aisha Zainal, and Siti Zuraida Maaruf. "Interactive Visual Art Education Pedagogical Module: Typography in Visual Communication." In Envisioning the Future of Online Learning. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-0954-9_15.

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Putri, Sesilia Dewi, and Syarifuddin Syarifuddin. "Development of Interactive E-Module on Biye Tradition to Improve Students’ Learning Outcomes." In Proceeding of the 3rd International Conference on Social Knowledge Sciences and Education (ICSKSE) 2023"Change and Continuity in Southeast Asia". Atlantis Press SARL, 2023. http://dx.doi.org/10.2991/978-2-38476-168-5_26.

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Aisyah, Siti, Defrizal Saputra, Asra Ilal Khairi, and Ferdian Ondira Asa. "Learning Media Validity Based On Interactive Module Digital On Batik Materials In Fine Arts Education Program." In Advances in Social Science, Education and Humanities Research. Atlantis Press SARL, 2023. http://dx.doi.org/10.2991/978-2-38476-124-1_21.

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Strand, S. E., F. Milano, S. Tabakov, et al. "Emerald — European Medical Radiation Learning Development — for Vocational Training and Interactive Learning on World Wide Web — Nuclear Medicine Training Module." In Radioactive Isotopes in Clinical Medicine and Research XXIII. Birkhäuser Basel, 1999. http://dx.doi.org/10.1007/978-3-0348-8782-3_52.

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Dlamini, Nokulunga Zamahlubi, Khumbulani Mpofu, Boitumelo Ramatsetse, and Olusambo Makinde. "Immersive Virtual Work Integrated Learning: A Development of an Interactive Learning Environment for Rail Components Manufacturing." In Lecture Notes in Mechanical Engineering. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-28839-5_95.

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AbstractUndergraduate students pursuing their studies in the engineering discipline in higher education institutions (HEI) are expected to complete their work integrated learning (WIL) component as part of their curriculum. This is a compulsory module traditionally performed in the workplace environment over a specified time. However, with the scarcity of placement-based WIL, as well as the Covid-19 pandemic, there has been a reduction in the intake of students to accomplish their studies. This paper presents, a human centered design (HCD) model for developing an immersive virtual reality (IVR
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El Saddik, Abdulmotaleb. "Reusable Instructional Visualization Modules." In Interactive Multimedia Learning. Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/978-3-642-56790-2_3.

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Maryati, Iyam, Nizar Alam Hamdani, Galih Abdul Fatah Maolani, and Tetep. "Moodle-Based Learning Management System Application in the Development of Interactive Digital Module in Description Statistics Courses." In Advances in Social Science, Education and Humanities Research. Atlantis Press SARL, 2023. http://dx.doi.org/10.2991/978-2-38476-056-5_38.

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Rijal, Bait Syaiful, Arif Dwinanto, Huzaima Mas’ud, and Sri Ayu Azhari. "Collaborative Implementation Of Mobile Learning And Context-Aware Design In The Development Of Interactive E-Module Readers." In Advances in Social Science, Education and Humanities Research. Atlantis Press SARL, 2025. https://doi.org/10.2991/978-2-38476-360-3_22.

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Conference papers on the topic "Interactive Learning Module"

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Kaščak, Jakub, Marek Kočiško, Martin Pollák, and Peter Gabštur. "Integrating VR and AR into Computer-Aided Manufacturing: A Framework for University-Level Engineering Education." In Materials and Technologies for Defense and Security. Trans Tech Publications Ltd, 2025. https://doi.org/10.4028/p-bg6rge.

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As the manufacturing industry rapidly evolves with the emergence of virtual and augmented reality technologies, engineering education must adapt to prepare students for these advancements. This paper proposes a comprehensive framework for integrating Virtual reality (VR and Augmented reality (AR) into computer-aided manufacturing curricula at the university level. The framework outlines strategies for incorporating immersive technologies into traditional CAD and CAM coursework, aiming to enhance student’s understanding of complex manufacturing processes and improve their practical skills. By l
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Avramescu, Elena Taina, Mariya Hristova Monova-Zheleva, Arslan Say, and Irina Ghiata. "DEVELOPMENT OF NEW SKILLS FOR MEDICAL STUDENTS IN PANDEMIC CONTEXT." In 11th SWS International Scientific Conferences on SOCIAL SCIENCES - ISCSS 2024. SGEM WORLD SCIENCE, 2024. https://doi.org/10.35603/sws.iscss.2024/s08/52.

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The present paper presents the results of an Erasmus+ project entitled � Development of New Skills for Medical Students in Pandemic Context. For most of the medical universities digital readiness/capacity was found unprepared for the COVID induced changes toward on-line education. Now, after 2 years, on line education is not anymore a novelty in higher education. But, especially for medical students, the problem raised during COVID pandemics was to follow practical stages. Telemedicine is a solution adopted in many countries both for medical as for educational services. By our approach we addr
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Guzman, J. L., K. J. Astrom, T. Hagglund, S. Dormido, M. Berenguel, and Y. Piguet. "Interactive Learning Module for control interaction understanding." In 2009 European Control Conference (ECC). IEEE, 2009. http://dx.doi.org/10.23919/ecc.2009.7075129.

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Siddique, Zahed, Mrinal C. Saha, Firas Akasheh, Shaiful Arif, Bipul Barua, and Keith Hurdelbrink. "Scenario-Based Learning Environment to Support Peer-Learning." In ASME 2012 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/detc2012-70698.

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It is well documented that students learn more effectively when they are actively involved in the learning process, and interacting with peers. Interactive scenario-based education is a novel concept expected to stimulate active learning and provide a peer-learning experience. In this paper we present Create your Scenario Interactively (CSI) module, which is an interactive storybook-like learning tool composed of interactive storyline, 2D/3D visualization, simulation, and state-of-the-art interaction technology. The CSI method allows peer-interactions and prepares students to solve open-ended
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Grondahl, Mika, Risto Hookana, and Jyri Rajamaki. "Emergency management module UArctic network online course." In 2014 International Conference on Interactive Collaborative Learning (ICL). IEEE, 2014. http://dx.doi.org/10.1109/icl.2014.7017892.

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Shageeva, Farida Tagirovna, and Luiza Ravilevna Nazmieva. "Module technologies in training chemical-process engineers." In 2012 15th International Conference on Interactive Collaborative Learning (ICL). IEEE, 2012. http://dx.doi.org/10.1109/icl.2012.6402189.

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Masnan, Abdul Halim, and Haiza Hayati Baharudin. "PRESCHOOL CHILDREN READING SKILLS TEACHING MODULE THROUGH INTERACTIVE WHITEBOARD." In 14th International Conference on Education and New Learning Technologies. IATED, 2022. http://dx.doi.org/10.21125/edulearn.2022.0096.

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Bucker, H. Martin, Mohammad Ali Rostami, and Michael Lulfesmann. "An interactive educational module illustrating sparse matrix compression via graph coloring." In 2013 International Conference on Interactive Collaborative Learning (ICL). IEEE, 2013. http://dx.doi.org/10.1109/icl.2013.6644591.

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Rao, M. Narayana, and V. Vaithyanathan. "Computer Aided Interactive Learning of Engineering Graphics - An E-Learning Module." In 2008 International Conference on Computing, Communication and Networking (ICCCN). IEEE, 2008. http://dx.doi.org/10.1109/icccnet.2008.4787747.

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Budijono, Agung, and Wahyu Kurniawan. "Implementation of Pneumatic Module Based on Interactive Computer Learning." In International Conference on Indonesian Technical Vocational Education and Association (APTEKINDO 2018). Atlantis Press, 2018. http://dx.doi.org/10.2991/aptekindo-18.2018.21.

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Reports on the topic "Interactive Learning Module"

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Bynum, Nora, Georgina Cullman, Margret Domroese, Carol Fialkowski, and Eleanor J. Sterling. Student-Active Teaching Techniques. American Museum of Natural History, 2009. http://dx.doi.org/10.5531/cbc.ncep.0027.

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This module introduces a variety of methods for active teaching and learning, guided by research on learning models and styles. Studies show that active teaching and learning techniques engage students and help them to understand and apply what they learn. This module covers learning models to guide teachers in engaging their students and introduces a variety of methods for active teaching: interactive lectures, discussions, case studies, collaborative learning (group work and peer teaching), and classroom and field exercises.
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Day, Kelsey. Nursing students' self-efficacy in caring for gender-diverse patients. University of Missouri - Columbia, 2024. https://doi.org/10.32469/10355/106482.

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Background Gender-diverse patients (GDP) face barriers in healthcare, including discrimination and limited access to preventive care. Nursing curricula often lack GDP health content, leaving students underprepared to provide equitable care. This QI project aimed to improve RN-BSN students' self-efficacy and comfort in caring for GDP by integrating an educational module into their coursework. Methods A literature review revealed the need for increased education on GDP healthcare needs. An evidence-based educational module including a recorded presentation and an interactive case study was devel
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Martinson, E., and W. Lawson. Learning Speaker Recognition Models through Human-Robot Interaction. Defense Technical Information Center, 2011. http://dx.doi.org/10.21236/ada550036.

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Canto, Patricia, ed. Learning Modes, Types of Innovation and Economic Performance. Universidad de Deusto, 2012. http://dx.doi.org/10.18543/xebj1954.

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This contribution focuses on a current heated debate on learning modes employed by the firms, and their impact on innovation and economic output. The interactive approach developed by the Scandinavian school on innovation systems characterized two key learning modes as „science and technology-based innovation? (STI) and „learning-by-doing, by-using and by-interacting-based innovation (DUI). This work analyzes first the separate and combined impact of such modes of learning and innovation on two types of innovation output: product and process. In this operation, this work produces interesting a
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Ferdaus, Md Meftahul, Mahdi Abdelguerfi, Elias Ioup, et al. KANICE : Kolmogorov-Arnold networks with interactive convolutional elements. Engineer Research and Development Center (U.S.), 2025. https://doi.org/10.21079/11681/49791.

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We introduce KANICE, a novel neural architecture that combines Convolutional Neural Networks (CNNs) with Kolmogorov-Arnold Network (KAN) principles. KANICE integrates Interactive Convolutional Blocks (ICBs) and KAN linear layers into a CNN framework. This leverages KANs’ universal approximation capabilities and ICBs’ adaptive feature learning. KANICE captures complex, non-linear data relationships while enabling dynamic, context-dependent feature extraction based on the Kolmogorov-Arnold representation theorem. We evaluated KANICE on four datasets: MNIST, Fashion-MNIST, EMNIST, and SVHN, compa
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Kravtsov, Hennadiy M., та Olga O. Gnedkova. Методи використання хмарних сервісів у навчанні іноземної мови. [б. в.], 2018. http://dx.doi.org/10.31812/0564/2456.

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Research goals: determine particularities of using cloud services in English communicative competence forming process and develop the model of distance learning system (DLS) and cloud services interaction that improves the quality of the learning process. Research objectives: to identify, describe and develop methodological features of the model of distance learning system and cloud services interaction; consider on the examples the methods of use cloud services in DLS in foreign language training, aimed at English communicative competence forming process of students; experimentally investigat
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Hwang, Soohwan, Andrew Tong, and Liang-Shih Fan. UNSUPERVISED LEARNING BASED INTERACTION FORCE MODEL FOR NONSPHERICAL PARTICLES IN INCOMPRESSIBLE FLOWS. Office of Scientific and Technical Information (OSTI), 2023. http://dx.doi.org/10.2172/2007744.

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Oleksiuk, Vasyl P., and Olesia R. Oleksiuk. Methodology of teaching cloud technologies to future computer science teachers. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3891.

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The article deals with the problem of training future computer science teachers for the use of cloud technologies. The authors analyzed courses from leading universities to study cloud technologies. On this basis the model of application and studying of cloud technologies in the process of training of future teachers of informatics was developed. The basic principles of this model are proposed: systematic, gradual, continuous. It contains target, content, operating and effective component. Therefore, the stages of using cloud computing technology were proposed: as a means of organizing learnin
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Ayallo, Irene, Nadia Mary Akbar, Faith Burgess, et al. A Report on Teaching and Modelling Research Skills in a Classroom Setting: Social Work Students Using Their Learning and Experiences to Investigate the Link Between Modes of Learning Delivery and Social Work Core Competencies. Unitec ePress, 2024. http://dx.doi.org/10.34074/rsrp.107.

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In Semester 2 (July–November) 2022, Dr Irene Ayallo collaborated with the students in the Research Methods course in Unitec’s Bachelor of Social Practice to investigate the link between learning delivery modes and students’ ability to demonstrate the Aotearoa New Zealand Social Workers Registration Board (SWRB) core competencies (see Appendix 1). The aim of the project was to teach research skills and, simultaneously, critically analyse whether the shift in learning delivery due to the Covid-19 pandemic could impact the students’ future competencies as social workers in the Aotearoa New Zealan
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Tokarieva, Anastasiia V., Nataliia P. Volkova, Inesa V. Harkusha, and Vladimir N. Soloviev. Educational digital games: models and implementation. [б. в.], 2019. http://dx.doi.org/10.31812/123456789/3242.

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Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for communication, interaction, building up social skills and unique learning environments. One of the latest trends observed in education is an attempt to streamline the learning process by applying educational digital games. Despite numerous research data, that confirms the positive effects of digital games, their integration into formal educational contexts is still relatively low. The purpose of this article is to analyze, discuss and conclude what is necessary to start using games as an instru
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