CA2538724A1 - Random learning method - Google Patents

Random learning method Download PDF

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Publication number
CA2538724A1
CA2538724A1 CA 2538724 CA2538724A CA2538724A1 CA 2538724 A1 CA2538724 A1 CA 2538724A1 CA 2538724 CA2538724 CA 2538724 CA 2538724 A CA2538724 A CA 2538724A CA 2538724 A1 CA2538724 A1 CA 2538724A1
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Canada
Prior art keywords
random
learning
media
rlm
item
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CA 2538724
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French (fr)
Inventor
Nader Naderitorshizi
Heydar Tangestanian
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Individual
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Individual
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Priority to CA 2538724 priority Critical patent/CA2538724A1/en
Priority to PCT/CA2006/001413 priority patent/WO2007093028A1/en
Publication of CA2538724A1 publication Critical patent/CA2538724A1/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B5/00Electrically-operated educational appliances

Abstract

RLM is based on the scientific prove of improving the learning abilities of user by the effect of subjunctive and randomly repeated times of learning materials which strengthens the brain memory .RLM invention provides means for random find of learning and entertainment items of sound,data,video and text,from pre-selected group of electronic media glossaries and play them by applying , setting-up and operation of a couple of unique search engines and sheduler programs,which can be loaded on electronic handheld &fixed devices,(Mobile phones,multi-media players etc...) available now or may invent in future. The RLM means is very simple and easy to use , importantly, it is a random learning feature in mobility , helping people of using millions of hrs of daily wasted time, while they are in move and travel, by listening and visualizing hundreds of interested learning & entertainment items in an unpredictable manner.

Description

RANDOM LEARNING METHOD (RLM) BACKGROUND OF THE INVENTION:
For long time and now a days, for learning purposes, people are sitting behind a desk, with a computer, and start learning educational items, on a conventional and sequential basis. But when they are in move from place to place, every day, millions of hrs of many people are wasted while traveling and are in move, only, a few may read news papers or listen to a music play.
lo The Random Learning Method is a powerful tool helping people to make most advantages of the daily dead time wasted, while they are in move from place to place. This invention is based on the scientific proves of psychologists and scientists which specify that subjunctive and randomly repeated times of learning materials,presenting the subjects to learn, in an unsequential or random method, will have strong effect on improving the learning skills of people, and help them to build-up strong and long lasting memory power, by reminding them of specific but randomly selected learning items specially during free times of the day or night (such as traveling time durations to work place or home-or at rest).

Description of RLM:
1 have invented, designed, developed and tested two sample demo programs to act together performing Random Learning and Entertainment process. By loading these programs on a cell phone hand set i.e: the one which is produced by Sony Ericsson (Model P800) that has the capability of using "Symbian" Operating System.
By deploying the invented method programs over handheld and fixed electronic devices, any user can randomly play learning programs, from a very wide range of pre-selected glossaries down loaded or installed on users of regular electronic device, such as :mobile phone,MP3 player, palm PC, pocket PC. Handy game consuls, Laptop and Desktop PCs, or any multi-media electronic device, presently available or may be developed or invented in future.
One of the two RLM programs is designed to play all kinds of educational, training and entertainment materials. This program randomly selects and operates items of data, music, text, video and sound from a Pre-selected glossary and has different controls for search, and play through items and setting up of timing intervals. The system is so designed and programmed to make it very simple and easy to operate for user.
Before playing of any item, a notification sound and vibration (For Conditioning Notification and Parallel Event), helps user to concentrate on playing item, which by randomly repetition of items of interest, learning of the subject items will be strong, productive and long lasting effect in mind.
This is a unique and very interesting method of learning, because the user may not predict what will be the next item to be played.
Imagine a student who is using his/her i,pod while heading towards school or college in the ao morning, and has pre-loaded a bunch of fresh items planned for learning during current week as well as favorite music hits she/he will intervally and randomly hear items needed to be learned followed by a very delighting music play.
The 2nd RLM software program works as a "scheduler" for every day activity plans and reminders, operating similar to a normal scheduler, but with an advantage of using an "Special Random Engine" which in addition to setting reminder time intervals, it also makes random reminders based on importance category set-up by user, so that as it reaches to the critical timing of a series of appointments , or work task schedules, the power of memorizing of reminding the item will be increased tremendously (This feature is of great importance for active business people to improve their habits of remembering important subjects and appointments).
The Application and Advantages. of RLM
-The Random Learning Method can be used through a wide range of different electronic devices specially on handhelds such as: Cell Phones, MP3 Players, Pocket PCs, Palm PCs, Handy Game Consuls, Personal Organizers, as well as Laptop and Desktop PCs, and any electronic device of multi-media available now or may develop and invent in future.
-This invention is a smart way of making valuable times of people, greatly useful and pleasant for them, otherwise are almost wasted every day during their lifetime, when they are in move from place to place, -Consider a normal person spends minimum 2 hrs in move during the day. Over two billion (2,000,000,000) people in the world are using mobile hand-sets, and so a great part of almost four billion hrs (4,000,000,000) of dead time in one day can be transformed by using such an invention into increasing people's learning abilities.
-Huge markets could be created for learning program developers and entertaining programmers all over the world.
-The learning subjects are unlimited and any item can be learned through and by RLM. Today almost all handheld electronic devices are capable of operating and play of multimedia contents.
Even TV programs will soon could be watched on handheld devices, then, any thing can be learned with high interest through Random Learning Method.
-At present time almost all learning software programs are using the classic method so that the user shall sit behind a PC and learn through items of software on a sequential teaching process. The classic method of learning is in contradictory with to days mobility basis which is exponentially on increase day by day. Every day a huge amount of valuable times of people, are wasted in moving, traveling from place to place, and nothing except music and games, or reading news papers are using by people. My invention provides the mobility feature for learning, Media and what I am presenting under the RLM invention is providing the ability for people to fulfill mobility time gaps in a very smart way, which is not available at this time. People can take advantage of learning randomly played items in addition to randomly listen to their favorite musics, play a game, or watch a video play, thus saving and making efficient use of billions of hours of dead times, which are personally and commercially valuable.
so -The RLM invention would not effect the development and production of existing softwares and the software producing companies would not face any extra burden by producing the traditional sequential learning products, they will only need to add RLM (Engine) to their software.
- Any handheld system, deploying RLM program, will help people learn and entertain while in mobility (or at rest), and so the glossary items for learning and entertaining will be widely produced and developed, which in its turn, will create large potential of related techniques and jobs in the societies ali over the world.
-As most handheld systems have capability for direct connection to internet (By Wireless Application Protocol -WAP and other ways), then the sale of glossary items over internet will make a large market for this kind of businesses.
- One great advantage of RLM is unpredictability play of glossary items, which by itself brings a very pleasant feeling for the user. Imagine that you are sitting in a bus (or in sub-way) very tired and suddenly on your handset a soft nice voice announces you of some special interesting subject and fantastic music together with a video play showing an Spanish Gypsy music &
dance. Compare this 95 with the normal and classic sequential learning or entertainment systems which come to be boring after awhile, but the youngsters will be very satisfied with RLM at all the times.
-The learning effect of RLM specially on strengthening and increase of brain memory power is highly deep, powerful and long lasting, due to making a person as conditional thinker/learner. for example there is no one, that can claim, he/she reminds all of his/her daily works programs and 1oo schedule at a predefined time. So every one, "who can remember more is the one,who has good brain and remembering ability".

DETAILED ILLUSTRATIONS OF THE INVENTION

Fig. l Block Diagram: Showing the Random Learning Method Engine basic components and functions (Block number: 1 to 13) 110 fig.l-1: illustrates the different RLM Glossary Resources [Internet-Peripheral Glossary contents-Local Storages].
fig.1- 2: is the Reformatting and binding Selected Glossaries for RLM engine [Glossary Bank-Video-Sound-Text ... ]
fi .l- 3: is a sequential time counter, (Operating System Clock) which includes standard 115 Hour: Minute, format, taken from OS.
fig.1- 4: is a Random Number Generator, with standard Hour: Minute: format.
f g.1=5: shows Adjusting sequence between Random Times by user.
fi .g 1_ 6: if the time numbers of Sequential Counter and Random Number are equal, then sends a signal for equalization of sections 3 and 4 to 7.
120 fi~.1- 7: Command for Play of Glossary Item [if A(3)=B(4)].
fi.1- 8: Is the Engine with ability for Play; Stop; Pause; Last; Next, and capable of opening Multi-Media formats, such as: Picture, Video, Sound, Text, etc.
fig.1- 9: Showing external commands for controlling the Engine by user, from GUI or auxiliary devices, such as: Keyboard, Mouse, Touchpad, etc.
125 fijz.1- 10: Shows the function of Notification by, Sound, Vibration or other ways for applying the effect of Conditioning and Randomizing the User.
fig. l - 11: Disables RLM for Idle times (for example sleep time of user).
fg.l- 12: Adjusts the Idle time period by User.
fig.l- 13: Shows GUI (Graphic User Interface), and Audible Interface for Multi-Media 130 relation with User.

Fig.2-Block Dia r~ am: Describes the RLM Scheduler Flow Chart. (Block number:

to 27) fig.2- 14: Is External Command feature for new task by user from Keyboard, Mouse, 135 Touchpad, etc.
fig.2- 15: Getting new task time by user (Forced).
fig.2- 16: New task subject title (Forced).
fi .~ 2- 17: New task subject (Forced).
fig.2- 18: Getting Voice Comment for task time and more explanation of task when it must 140 remind (Optional).

fig.2- 19: Getting type of task for the user, There are three options:
Appointment; Reminder;
All day event. (Optional, has default).
fig.2- 20: In task time, indicates number of Alarm Repeats to notify the user (Optional, has default).
145 fig.2- 21: Shows the sequence of task for information to user, when wants to inspect own tasks.
fig.2- 22: Task coloring, painting for task clarification, Maps, Details and Shapes (Optional).
fi .~ 2- 23: Getting SMS/MMS and Email, (other technologies in future are supportable).for 150 sending in task time to a friend or other phones or news groups (Optional).
fig.2- 24: Shows the Critical Fuzzy Remember Point function by user control.
fi .~ 225: Generating some random time, in time space between Task Time and Critical Point of Forget/Remembering (The Critical Point Graph of forgetting/remembering time is shown in figs 19,20,21 and 22 under How RLM Works).
155 fig.2- 26: Shows the Engine for running the Tasks and showing suitable messages in certain time of tasks, to user.
fig;2- 27: User Graphic and Audible Interface for managing and using the program.

How RLM works (figs.5) By loading RLM program on a handheld electronic unit, (i.e. cell phone model P800 of Sony Ericsson), the GUI (Graphic User Interface) as shown in the following figurers of program and 165 windows will show how this system is set-up and works:

fig.5: shows the software general environment, fig.5- A: The Top Bar: (A), Information referring to status such as: Idle time - stop - play and file menu.
170 fi . 5B: Up Scrollable bar, for some command to managing program.
fi . 5C: Shows the Picture in this box.
fig.5- D: Shows the text in this box.
fi.~ Down Scrollable bar, for some command to managing program.
175 fr.6: file menu.
fi.7: selection of glossary (download/install) from different sources.
fi .8. changing the visual skin of program.
fig.9: showing up scrollable bar: (B) [as shown in fig.51 = Because handhelds have small space for functions, some of controls such as Setting - Exit, are 190 located in this bar (B), fi.10: by clicking, the animated scroll and some controls will show.
fg,11: Show Picture Box: (C) [as shown in fig.5]
You can see a picture or video in relation to selected glossary item.
fig. 12: if you click on the screen, the picture shows as full screen.
185 fig_l3: Text Box: (D) [as shown in fig.5]
You can see here, a text related to subject picture or video, and if click, the text shows as full screen.

fg.14: down scrollable bar: (E) [as shown in fig.5]
Controls related to play and search within glossary frames are located here (fig. 14) fig.l4- A: Previous item 190 fi.1g 4- B: Play item f .1g 4- C: Pause fig. 14- D: Find frame fig. 14- E: Next item.
fi.g 15: The Find control 195 fig.16: Showing the control and adjustment of the random play time intervals. (The timing intervals are set between 1 minute up to 1 hour) fig.l7: Showing and adjustment of idle time (i.e.: midnight sleeping time) adjustment.
fi.g 1$: showing type of notification sound and number of vibrations.

200 The following figs. 19 to 27, illustrate the scheduler program parts, with unique feature of Fuzzy Adjustment System.
fig. 19, Showing functional keys and display screens for data information, tasks information etc. as following descriptions:
fi .l~ 9A: Shows all saved tasks and you can click on each one to see the details of data 205 information of that task in windows (B) and (C).
fig.19- B: Shows the general information of each task, with different intensity regarding reminder time, notification, SMS feature etc. in comparison with other tasks.
fig.19- C: In window (C), you can see the daily task which is manageable, i.e.
adding, deleting or disabling of the task.
210 fi.1g9=D: Showing the date field which you can move within days of each week.
fig. 19- E: By clicking in this part, you can move one year forward or backward.
fig.19- F: This key will move the date, one month forward or backward.
f g.19- G: Shows the current date, Month & Year fig. 19- H: This key shows the detail calendar with all Days, Months and Years.
215 fi.g 19- I: This key allows you to add a new task as shown in figs.20,21,22.
fi.1g 9- J: This key allows you to change the selected task from the list.
fi. Ig 9- K: This key is used to delete a task.
fi P,. 19- L: This window shows the current day of the month.
fig.19- M: The setting menu for changing Skin, font, color of the task (As shown in fig.27).
220 fig.20: Shows how to add /delete a task and date and Random Play Confirmation.
fi.g 21: Shows how to add, Voice note, task type, Alarm, Task sequence, sketching:
Note: "I" in below I,a to I,g is directed from fig. 19- I category.
fi g.21-I, a: Add voice note.
f g.21-I, b: Task Type (Reminder, Appointment, All day events...) 225 fig.21-I, c: Alarm repeats, fg.21-1, d: Sequence of task (monthly, daily...) f.2g 1-I, e: Sketching address locations etc...(as in fig.22) f g.21-I, f: Critical Reminder Point of Task (explaining the Fuzzy effect as shown in figs.23,24,25 and 26).
230 fi.g 21-I, g: Shows SMS for sending to every one at task time.
fi .g 22: Shows how to make a simple sketch.
fig.23, 24, 25 and 26: shows the Fuzzy Effect (critical reminder point of task) by applying Critical key I,f (as in fig.21).
fig.27: 27: Showing the menu in which the Skin, font and Colors of tasks in program can be changed.

Accompanying Drawings:
The objects, advantages, and features of this new invention will become more apparent from the 290 following accompanying drawings:

Fig.1-Block Dia rg, am: Showing RLM Engine basic components and functions.
(Blocks number I
to 13) Fig.2-Block Diagram: Showing RLM Scheduler Flow Chart. (Blocks number 14 to 27) 295 Fig.3-Block Diagram: Showing Functions of RLM Core for Handhelds and Electronic Multi-Media Players (Search; Visual Effect; Multi-Media Performer; Storage Devices;
Networking;
Settings; Glossary functions; OS Time; Random Time; Calculating Idle Time;
Performing Commands; OS Messages.) Fig.4-Block Diagram: RLM Devices and Systems Family:
300 (Featuring: Handy music players; MP3 Players; Walkmans; Mobile & Cell Phones; Handy Organizers; I Pods; Pocket & Palm PCs; Handy Game Consuls; Laptop & Desktop PCs ; Internet &Web; All kinds of Multi-media devices & Systems).

The following figures referring to Random Learning Method Program Demo Sample of Settings and Functions:
Eg.~L Illustrates the RLM general environment display.
fig.6, fig7 & fig8: Referring to status informations such as: Idle time, Play, Stop, and from File 310 Menu select the Glossary download, skin change, etc.
fig.9 & fig.10: Illustrates the Control Functions such as: Settings, Exit and animation display (by clicking). fi~.11 & fig.12: Showing a picture or video in relation to selected Glossary.
fi .g 13: Illustrates a text related to a subject item of RLM and if click, it will be displayed as full 315 screen.
fg.lA: Shows the controls related to Search and Play, such as: previous item, play item, pause, find frame, next item.
fi6.15: Illustrates the find control feature.
fi.~ 16, fig.17 & fi.~ 18: Showing the control & adjustment of Random Play Time Intervals, Idle time 32o and Notification Sound type as well as Vibration setting.

The followingfigures refer to Random Scheduler software environment:
fi .~ 19: Showing controls to produce new Tasks, Management, Changes and Deleting of existing Tasks.
325 fig.20, fi .g21, fi .g 22: Showing task control features.
fi.~ 23, fig.24, fig.25 & fi .g 26: Illustrates the Fuzzy Effect Graph of Critical Remembering/Forgetting point You can also send SMS at specified time to specific person or address, as well as 330 MMS (maps and details drawings).
Note: "I" in below I,a to I,g is directed fr~om fig.19- I category.
fg.21-I, a: Add voice note fig.21-I, b: Task Type (Reminder, Appointment, All day event) 335 fig.21-I, c: Alarm repeats fi g.21-I, d: Sequence of task (Monthly, Daily, ...) fig.21-I, e: Painting locations, address, Etc (fig.22) fig.21-I, f: Critical reminding point of task (it does describe by a fuzzy point same as below fig.23, 24, 25 and 26.
340 fig.21-I, g: SMS for sending to everyone at task time.

fi.g 19-J: By this key, the selected Task from the list can be changed.
fig.19-K: This key is used to delete a Task.
fi.g 19-I,: This key shows the current day of the month.
345 fi .1g 9-M: Is a menu in which the skin, font and the colors of Tasks in software can be changed (As shown in fig 27) More detail about Fig. 19 f.g 19-A: Shows all saved tasks and you can click on each one to see the details of data information 350 of that task in [B] and [C] windows.
fig_19-B: Shows the general information of each task. In this software program, each task can have different intensity regarding reminder time, notification, SMS, etc. in comparison with other tasks.
fi .19-C: In this window, you can see the daily task and is manageable i.e.
adding or deleting, enabling or disabling them.
355 fi .1g~9=D: You can move within days of one week in date field.
fi .g19E: By clicking in this area, you can move one year forward or backward.
fig.l9-F: This key will move date, one month forward or backward.
fi .lg 9=G: The current date, month and year show here.
fig.19-H: This key will show you a detail calendar with all days, months and years.
360 fi .g 19-I: This key allows you to add a new task as per following details shown in figures: (fig 19, fig 20, fig 21 and fig 22)

Claims (14)

1-Random Learning Method is a method of reproduction of un-even and Random(Unpredictable) playing times and conditioned reflection announcement from resource data bases transmitting multi-media glossary items.
2-The method of Claim 1,and further comprising :a reproducing generator which it's out-put is in a format of Random Time Interval. These generated time intervals,over electronic devices,will be reproduced in the form of real time after playing of each multi-media item and create the random time interval for the next item to be plyed.
3-The generator in Claim2,is a program software which generates Random Number for Time Interval format.
4-The Time Interval Format of Claim2,is a Random and un-predictable number which is the format of second;hour and day.
5-The method of Claim 1,of Time Intervals,and further comprising:is the interval of playin two multi-media items with a computerized electronic device capable of playing multi-media items.
6-The method of Claim 1,and further comprising:Random Play,which the Time Intervals generated as in Claim2,have un-even timing intervals due to Random Generation,and then the time interval for the next multi-media item is un-predictable.
7-The method of Claim 1,and further comprising:where in Conditional Reflection Announcement,is a part of method which in advance to play of each multi-media item,produces a sencing announcement such as illumination;sound or touching sence(vibration),putting the user in Conditioned Reflex,the result of which will be maximum concentration of brain on played item.
8-The method of Claim 1 and further comprising: the Conditioned Reflection Theory is described by Russian Phycologist-Povlov-1849-1936.He proved by experiment with dogs,how the secretion of saliva can be stimulated not only by food, but also by the sound of a bell associated with presentation of food,and that this sound comes to elicit salivation when presented alone. Pavlov applied his findings to show the importance of effects of such Conditioned Reflexes in Human and Animal behaviour.
9-The Random Method of Claim 1,and further comprising:is the numeric out-put of method of Claim 1,generated by generator of Claim2,and it's format is time interval to support the Conditioned Reflex of Claim 7.
10-The method of Claim 1,and further comprising:the Database,includes the Glossary Items,their sequencing,the type and form of Conditioned Announcement preceding play of each item, as well as Database supplier's information and copywright details.
11-The method of Claim 1,and further comprising:the Resource Data Supplier, can be local storage device(Hard Disk or Flush Memories,Electronic and Computer devices of Claim 1) or External Data Suppliers,such as databases and glossarirs available over internet,which can be used to Supply Resource the method of Claim 1.
12-The method of Claim 1,and further comprising:Glossary Item is:picture;video clip;text;sound and/or any electronic multi-media content.
13-The RLM of Claim 1,can be used as a Software Engine in all computer- based systems to play multi-media glossaries of items Randomly at un-predictable timing intervals.These multi-media items even at Task Interval Times on other Computer Operating Systems. This method can be used for Learning and Entertainment programs in all computer based systems capable of playing Multi-media items.
14-The method part of Claim 13,Software engine,of Claim 1
CA 2538724 2006-02-14 2006-02-14 Random learning method Abandoned CA2538724A1 (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
CA 2538724 CA2538724A1 (en) 2006-02-14 2006-02-14 Random learning method
PCT/CA2006/001413 WO2007093028A1 (en) 2006-02-14 2006-08-29 Random learning method

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Application Number Priority Date Filing Date Title
CA 2538724 CA2538724A1 (en) 2006-02-14 2006-02-14 Random learning method

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Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4853854A (en) * 1985-12-26 1989-08-01 Health Innovations, Inc. Human behavior modification which establishes and generates a user adaptive withdrawal schedule
US6834195B2 (en) * 2000-04-04 2004-12-21 Carl Brock Brandenberg Method and apparatus for scheduling presentation of digital content on a personal communication device

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