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Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation
(2009)The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject ... -
Gender issues in technology use: Perceived social support, computer self-efficacy and value beliefs, and computer use beyond school
(2008)In this study, we examined relations between outside school computer experiences, perceived social support for using computers, and self-efficacy and value beliefs about computer learning for 340 Greek elementary school ... -
Glucose measurement using portable blood glucose meters in dogs and cats
(2014)Portable blood glucose meters (PBGMs) are small electronic devices that measure the concentration of glucose in whole blood. Due to the technological advances, measurement of glucose concentration is carried out in a small ... -
One-year non-invasive ventilation in chronic hypercapnic COPD: Effect on quality of life
(2008)The data on long-term application of non-invasive ventilation (NIV) in patients with chronic respiratory failure due to COPD are contradictory. We evaluated the effect of the addition of NIV to optimal treatment for 1 year ...