Education and Learning Technologies
Northern Africa and the Eastern Mediterranean area has faced lots of natural catastrophes to earthquakes last decade. The primary active tectonic structure concentrated in Sub-Saharan Africa. A recent assessment of earthquake seismicity characteristics has been conducted in North Africa.The database of historical and instrumental earthquakes is one of the most crucial tools for evaluating the risk of earthquakes.
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Building meaningful connections between students and alumni is critical for enhancing students’ professional growth, career advice, and networking. Despite these benefits, traditional platforms often lack personalization and scalability, limiting their ability to meet diverse student needs. This paper presents an AI-driven approach to revolutionize student-alumni interactions wih career guidance by leveraging advanced recommendation systems.
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Mobile virtual reality (VR) technology has many benefits for science education, and virtual immersion learning can increase students' memory and creativity. However, an improved method to link this new VR-based learning approach with learning outcome assessment strategies is still needed.
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Mobile virtual reality (VR) technology has many benefits for science education, and virtual immersion learning can increase students' memory and creativity. However, an improved method to link this new VR-based learning approach with learning outcome assessment strategies is still needed.
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A novel ultra-low-voltage (ULV) Dual-EdgeTriggered (DET) flip-flop based on the True-Single-PhaseClocking (TSPC) scheme is presented in this paper. Unlike Single-Edge-Triggering (SET), Dual-Edge-Triggering has the advantage of operating at the half-clock rate of the SET clock. We exploit the TSPC principle to achieve the best energy-efficient figures by reducing the overall clock load (only to 8 transistors) and register power while providing fully static, contention-free functionality to satisfy ULV operation.
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This dataset comprises two main components: student performance records and competition participation details, designed to support the research outlined in the manuscript titled "The Integration of Technology and Education: An Innovative Research on the Evaluation System of College Students’ Programming Ability." The dataset includes detailed information on academic performance and competition outcomes for 307 college students. The data.xlsx file contains multiple sheets, with Sheet1 providing comprehensive academic records for each student.
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Mobile virtual reality (VR) technology has many benefits for science education, and virtual immersion learning can increase students' memory and creativity. However, an improved method to link this new VR-based learning approach with learning outcome assessment strategies is still needed.
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This dataset is crawled from educational websites, focusing on the subject of high school physics, covering multiple-choice, single-choice and fill-in-the-blank questions, totaling tens of thousands of high-quality Chinese test questions. Each question is equipped with detailed text descriptions and intuitive image descriptions, and stored in json format to ensure easy parsing and efficient utilization of the data. Each question contains key information such as label, question stem, question type, answer, knowledge point and image path.
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Now days, everything in the world is almost becoming automated. Technology has changed the view through which earlier we used to look at the objects. In the 21st century, we are now opting for more easy options for accessing the technology and day to day objects. The best example is banking where in previous days; the account holder had to go far to the bank and stand in the queue and then transfer or cash the money. But same is now possible on even a basic cell phone where you can transfer the cash, pay the bills very easily not more than five minutes.
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In order to understand today's computers, it is important to study how computers evolved through time by discussing some of the major achievements. This section deals with the history of computers and identifies the major technological achievements of the four computer generations. Humans needed devices that could be used to perform calculations as early as the period when they kept animals and started to trade with other people. They realized the need to calculate and to record information. Many people agree that the history of calculation began with the Abacus around 5000 B.C.
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