Table | Card | RUSMARC | |
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Group: Anonymous Network: Internet |
Annotation
"This book addresses opportunities, challenges, and barriers encountered in engineering education in the digital era"--.
Document access rights
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ILC SPbPU Local Network | All | |||||
Internet | Authorized users SPbPU | |||||
Internet | Anonymous |
Table of Contents
- Cover
- Title Page
- Copyright Page
- Book Series
- Table of Contents
- Detailed Table of Contents
- Preface
- Acknowledgment
- Section 1: Section 1
- Chapter 1: Outcome-Based Curriculum Design for New-Generation Engineers
- Chapter 2: Emerging Technologies and Educational Requirements in Engineering Education for the Fourth Industrial Revolution
- Chapter 3: Designing a Training Platform for Higher Education Engineering Instructors in the Digital Era
- Chapter 4: Educational Data Mining
- Chapter 5: Management by Values in Educational Organizations
- Section 2: Section 2
- Chapter 6: Use of Collaborative Technologies in Engineering Education
- Chapter 7: Challenge-Based Learning
- Chapter 8: Remote Laboratories for Engineering Education
- Chapter 9: How Serious Games Contribute to the Learning Experience of Engineering Students and Professionals
- Chapter 10: Using Gamification and Serious Games to Design a New Curriculum
- Chapter 11: Content Suggestion for Mobile Applications to Facilitate Student Life in Technical Universities
- Compilation of References
- About the Contributors
- Index
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