Adnan Ahmad
Biographic Data
| ID | 6322427 |
|---|---|
| NAME | Adnan Ahmad |
| GIVEN NAMES | Adnan |
| FAMILY NAME | Ahmad |
| SIGNATURE | AHMAD A |
| AFFILIATIONS | COMSATS University Islamabad |
| ORCID | 0000-0002-3787-8867 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 30 |
| WORKS AS AUTHOR | 9 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2014 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 2 |
Multi-year evaluation of a smart inquiry-based science learning application in middle school education
With the advancement of technologies, the use of smart learning applications has been prevalent in school education, specifically in science inquiry learning. Many studies have reported the importance, significance, and learning techniques using Inquiry-based learning, but very few studies have evaluated the multi-year analyses of smart learning applications on students' evaluations along with their impact at institutional levels. Inquiry-based l…
Exploring Game‐Based Inquiry Learning Application in a Maritime Science Museum
This article brings together the concepts of emerging technologies, game‐based learning (GBL), and inquiry learning to conduct a research study undertaken in a maritime science museum. Over the last decade, the potential benefits of emerging technologies have enabled game‐based inquiry activities in formal and informal pedagogical contexts. The use of ontologies has also grown significantly in representing learning content. In the science museum …
Inquiry based learning in software engineering education
Learning programming is becoming crucial nowadays for producing students with computational thinking and problem-solving skills in software engineering education. In recent years, educators and researchers are keen to use inquiry-based learning (IBL) as a pedagogical instructional approach for developing students’ programming learning skills. IBL instructions can be provided to students through four inquiry levels: confirmation , structured, guid…
Promoting Thinking skills and Inventive Problem-Solving Skills Through Cybergogy Approach for TVET Learners
The Cybergogy approach is a teaching and learning methodology that integrates technology and pedagogy to promote critical thinking skills and inventive problem-solving among Technical and Vocational Education and Training (TVET) learners. This approach leverages the affordances of digital technologies such as virtual reality, simulations, and gamification to create immersive learning experiences that engage learners and promote higher-order think…
Leveraging dynamic fuzzification to mitigate fraudulent profiles on social networking platforms
Due to the huge popularity of Online social networks (OSNs), people tend to utilize these platforms for information sharing, broadcast messages, and tend to make social connections with other users. The immense popularity and open interface of OSNs make them vulnerable to serious security threats, for instance, Sybil profiles, which are created to propagate false information, victimize individuals, hate speech, online fraudulent activities, and s…
Synews
A framework for the application of socio-technical design methodology
Carbon emission from deforestation, forest degradation and wood harvest in the temperate region of Hindukush Himalaya, Pakistan between 1994 and 2016
Empowerment Through Microfinance
Empowerment Through Microfinance
Carbon emission from deforestation, forest degradation and wood harvest in the temperate region of Hindukush Himalaya, Pakistan between 1994 and 2016
A framework for the application of socio-technical design methodology
Synews
Exploring Game‐Based Inquiry Learning Application in a Maritime Science Museum
This article brings together the concepts of emerging technologies, game‐based learning (GBL), and inquiry learning to conduct a research study undertaken in a maritime science museum. Over the last decade, the potential benefits of emerging technologies have enabled game‐based inquiry activities in formal and informal pedagogical contexts. The use of ontologies has also grown significantly in representing learning content. In the science museum …
Inquiry based learning in software engineering education
Learning programming is becoming crucial nowadays for producing students with computational thinking and problem-solving skills in software engineering education. In recent years, educators and researchers are keen to use inquiry-based learning (IBL) as a pedagogical instructional approach for developing students’ programming learning skills. IBL instructions can be provided to students through four inquiry levels: confirmation , structured, guid…
Promoting Thinking skills and Inventive Problem-Solving Skills Through Cybergogy Approach for TVET Learners
The Cybergogy approach is a teaching and learning methodology that integrates technology and pedagogy to promote critical thinking skills and inventive problem-solving among Technical and Vocational Education and Training (TVET) learners. This approach leverages the affordances of digital technologies such as virtual reality, simulations, and gamification to create immersive learning experiences that engage learners and promote higher-order think…
Leveraging dynamic fuzzification to mitigate fraudulent profiles on social networking platforms
Due to the huge popularity of Online social networks (OSNs), people tend to utilize these platforms for information sharing, broadcast messages, and tend to make social connections with other users. The immense popularity and open interface of OSNs make them vulnerable to serious security threats, for instance, Sybil profiles, which are created to propagate false information, victimize individuals, hate speech, online fraudulent activities, and s…
Multi-year evaluation of a smart inquiry-based science learning application in middle school education
With the advancement of technologies, the use of smart learning applications has been prevalent in school education, specifically in science inquiry learning. Many studies have reported the importance, significance, and learning techniques using Inquiry-based learning, but very few studies have evaluated the multi-year analyses of smart learning applications on students' evaluations along with their impact at institutional levels. Inquiry-based l…
Computer Science (4 works) · Mathematics education (3 works) · Psychology (3 works) · Teaching and Learning Programming (3 works) · Data science (2 works) · Educational Games and Gamification (2 works) · Misinformation and Its Impacts (2 works) · Mobile Learning in Education (2 works) · Sociology (2 works) · Spam and Phishing Detection (2 works)