Je was op zoek naar: adding 5 or more skills is highly recommended (Engels - Maleis)

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if true, remote users accessing the desktop are required to support encryption. it is highly recommended that you use a client which supports encryption unless the intervening network is trusted.

Maleis

jika benar, pengguna jauh yang mencapai desktop diperlukan menyokong penyulitan. sangat dicadangkan, anda menggunakan klien yang menyokong penyulitan kecuali perantaraan rangkaian dipercayai.

Laatste Update: 2014-08-15
Gebruiksfrequentie: 1
Kwaliteit:

Engels

it is highly recommended to configure cdrecord to run with root privileges, as then cdrecord runs with high priority that increases the overall stability of the burning process. as well as this, it allows the size of the burning buffer to be changed, and a lot of user problems can be solved this way.

Maleis

adalah sangat disarankan untuk mengkonfigur cdrecord bagi jalankan dengan keistimewaan root, kerana cdrecord dijalankan dengan keutamaan tinggi yang mana meningkatkan keseluruhan kestabilan proses perakaman. oleh itu, ia membenarkan saiz penimbal perakaman diubah, dan kebanyakan masalah pengguna dapat diselesaikan dengan cara ini.

Laatste Update: 2014-08-15
Gebruiksfrequentie: 1
Kwaliteit:

Engels

send the browser identification to web sites. note: many sites rely on this information to display pages properly, hence, it is highly recommended that you do not totally disable this feature but rather customize it. by default, only minimal identification information is sent to remote sites. the identification text that will be sent is shown below.

Maleis

hantar identifikasi pelayar ke laman web. perhatian: banyak laman web bergantung pada maklumat ini untuk memaparkan halaman dengan betul, justeru anda amat disarankan tidak nyahaktifkan sepenuhnya ciri ini, sebaliknya menyesuaikannya. menurut piawai, hanya maklumat identifikasi minimal dihantar ke laman web jauh. teks identifikasi yang akan dihantar ditunjukkan di bawah.

Laatste Update: 2011-10-23
Gebruiksfrequentie: 1
Kwaliteit:

Engels

all oil and gas industry personnel in an offshore environment who are accountable for the monitoring of the qhse management system at a management / operational level and qhse programs. including also hse advisors, captains, senior maritime officers, party managers and not limited to junior maritime officers and any crewmember who in his job assignment has the responsibility for a group of crew members. it is highly recommended that hse leaders and selected hse support team members attend this c

Maleis

semua kakitangan industri minyak dan gas dalam persekitaran luar pesisir yang bertanggungjawab untuk memantau sistem pengurusan qhse di peringkat pengurusan / operasi dan program qhse. termasuk juga penasihat hse, kapten, pegawai kanan maritim, pengurus parti dan tidak terhad kepada pegawai maritim junior dan mana-mana krew yang dalam tugasan kerjanya mempunyai tanggungjawab untuk sekumpulan anak kapal. sangat disyorkan agar ketua hse dan ahli pasukan sokongan hse yang terpilih menghadiri mesyuarat ini. c.

Laatste Update: 2022-08-24
Gebruiksfrequentie: 1
Kwaliteit:

Referentie: Anoniem

Engels

recent years have seen the development of a new culture in the teaching and learning process, such as the implementation of gamification. the application of gamification aims to enhance the teaching and learning process as well as the experience and satisfaction of those who participated. recently, much ongoing research have been focusing on improving the quality of the teaching and learning process. the implementation of gamification activities in teaching and learning shows its ability to increase participants' experiences, responses, and engagements to the educational sessions. therefore, increasing numbers of research are performed to explore the suitable types and approaches of gamification that can be used in education. on the other hand, while improving the quality of the education's environment is a key factor, it is also important to explore the satisfaction and motivation of all learners in this new adaptation to the education environment. the objective of this paper is to investigate the factors influencing students' scores via the implementation of the gamification elements in their mathematics classes. their expectations, experiences, motivations, as well as satisfaction in mathematics classes were analysed via multiple linear regression analysis to study the learners' perspective towards the implementation of gamification in education. the results show a significant relationship between all factors with the student's assessment score. the increment in students' motivation to study and participate in class activities contribute to their performance in the subject taught. the regression model showing the relationship between students' motivation in class and their final assessment marks has been presented. the present result might contribute to the better teaching and learning environment option. our youngsters nowadays need a new treatment in teaching and learning delivery. hence, it is highly recommended to implement gamification activities in teaching and learning lessons. this study validates that gamification is also effective in higher education to promote better learning in challenging subjects.

Maleis

it doesn't matter how many wordsrecent years have seen the development of a new culture in the teaching and learning process, such as the implementation of gamification. the application of gamification aims to enhance the teaching and learning process as well as the experience and satisfaction of those who participated. recently, much ongoing research have been focusing on improving the quality of the teaching and learning process. the implementation of recent years have seen the development of a new culture in the teaching and learning process, such as the implementation of gamification. the application of gamification aims to enhance the teaching and learning process as well as the experience and satisfaction of those who participated. recently, much ongoing research have been focusing on improving the quality of the teaching and learning process. the implementation of gamification activities in teaching and learning shows its ability to increase participants' experiences, responses, and engagements to the educational sessions. therefore, increasing numbers of research are performed to explore the suitable types and approaches of gamification that can be used in education. on the other hand, while improving the quality of the education's environment is a key factor, it is also important to explore the satisfaction and motivation of all learners in this new adaptation to the education environment. the objective of this paper is to investigate the factors influencing students' scores via the implementation of the gamification elements in their mathematics classes. their expectations, experiences, motivations, as well as satisfaction in mathematics classes were analysed via multiple linear regression analysis to study the learners' perspective towards the implementation of gamification in education. the results show a significant relationship between all factors with the student's assessment score. the increment in students' motivation to study and participate in class activities contribute to their performance in the subject taught. the regression model showing the relationship between students' motivation in class and their final assessment marks has been presented. the present result might contribute to the better teaching and learning environment option. our youngsters nowadays need a new treatment in teaching and learning delivery. hence, it is highly recommended to implement gamification activities in teaching and learning lessons. this study validates that gamification is also effective in higher education to promote better learning in challenging subjects.

Laatste Update: 2024-05-21
Gebruiksfrequentie: 1
Kwaliteit:

Referentie: Anoniem

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