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Given that few studies have formally examined pedagogical design considerations of Massive Online Open Courses (MOOCs), this study explored variations in the pedagogical design of six MOOCs offered at the University of Toronto, while considering disciplina ...
Social media applications have been proposed as a tool to complement students’ formal learning experiences, often to increase interactivity and participation. However, evidence regarding the benefits and challenges of such applications is still conflicting ...
How do students learn in MOOCs? This project aims at answering this question by analyzing the activities of thousands of students registered on EPFL Scalaa MOOC hosted by Coursera. With the rapid growth of MOOCs, Education Science has entered the Big Data ...
The International Workshop of Smart Environments and Analytics on Video-Based Learning (SE@VBL) aims to connect research efforts on Video-Based Learning with Smart Environments and Analytics to create synergies between these fields. The main objective is t ...
The holistic nature of sustainability has radically transformed architectural and urban design practices. On the one hand, it enforces the need for simple, efficient, graphical assessment tools to support communication among the stakeholders. On the other ...
Collaborative “crowd” based open innovation and design as well as funding activities, websites, platforms and projects are becoming increasingly popular. These combine the creativity of people with new enabling technologies like online platforms, rapid pro ...
In across-spaces learning scenarios, evidence needs to be gathered from different spaces to obtain a more complete view of the teaching and learning processes. Multimodal learning analytics (MMLA) enables us to gather data from physical spaces, enriching t ...
This paper examines a stochastic formulation of the generalized Nash equilibrium problem where agents are subject to randomness in the environment of unknown statistical distribution. We focus on fully distributed online learning by agents and employ penal ...
Location-based games have the power to transform specific environments into thematic learning experiences. However, their learning content is often managed only by developers and users cannot create their own content, or customize existing ones. This issue ...
Studies carried out in classroom-based learning context, have consistently shown a positive relation between students' conscientiousness and their academic success. We hypothesize that time management and regularity are main constructing blocks of students ...