Innovative Technologies and Learning: Second International Conference, ICITL 2019, Tromsø, Norway, December 2–5, 2019, Proceedings: Lecture Notes in Computer Science, cartea 11937
Editat de Lisbet Rønningsbakk, Ting-Ting Wu, Frode Eika Sandnes, Yueh-Min Huangen Limba Engleză Paperback – 17 noi 2019
The 85 full papers presented together with 4 short papers were carefully reviewed and selected from 189 submissions. The papers are organized in the following topical sections: application and design of innovative learning software; artificial intelligence and data mining in education; augmented and virtual reality in education; computational thinking in education; design and framework of learning systems; educational data analytics techniques and adaptive learning applications; evaluation, assessment and test; innovative learning in education; mobile learning; new perspectives in education; online course and web-based environment; pedagogies to innovative technologies; social media learning; technologies enhanced language learning; and technology and engineering education.
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Specificații
ISBN-13: 9783030353421
ISBN-10: 3030353427
Pagini: 650
Ilustrații: XVII, 867 p. 247 illus., 186 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 1.22 kg
Ediția:1st ed. 2019
Editura: Springer International Publishing
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI
Locul publicării:Cham, Switzerland
ISBN-10: 3030353427
Pagini: 650
Ilustrații: XVII, 867 p. 247 illus., 186 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 1.22 kg
Ediția:1st ed. 2019
Editura: Springer International Publishing
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI
Locul publicării:Cham, Switzerland
Cuprins
Application and Design of Innovative Learning Software.- Increasing Students’ Interest and Learning Achievement Using Cooperative Learning (Students Team Achievement Division) through Edmodo.- The influence of interactive and non-interactive E-book on the Learning Effectiveness of High and Low Achievement Nursing students.- Using an Augmented-Reality Board Game for Drug Addiction Prevention at a University in Taiwan.- The Impact of Game-based Situated Learning System in Oral Health Education.- The Application of Augmented Reality to the Education of Chemistry – Take the Course of Nature Science in Junior High School as an Example.- The study on problem solving of using blocks vehicle in STEAM course for lower elementary grades.- A System to Support the Learning of English Collocations via Video Materials: A Preliminary Study.- An Empirical Research on Exploring the Trans-disciplinary Autocorrelationships among The Social-media Technology, MOOCs and Higher-education Sustainability.- ETAR: An English Teaching Assistant Robot and Its Effects on College Freshmen’s In-Class Learning Motivation.- Engaging Students in a Flipped English Classroom by Conducting an Interactive Response System and its Effects on Students' Learning Achievement and Learning Motivation.- Visual Attention Analysis During Program Debugging Using Virtual Reality Eye Tracker.- The Effects of Collaborative Learning on Students’ English Learning Motivation and Style.- The Designing of Constructivist Web-based Learning Environment to Enhance Problem Solving Process and Transfer of Learning for Computer Education Student.- Artificial Intelligence & Data Mining in Education.- Using process mining techniques to discover student’s activities, navigation paths, and behavior in LMS Moodle.- Scaffolding Learning for the Novice Players of Go.- An Image Recognition Practice for Using Mobile Phone during Class.- Building a Chinese facial expression database for automatically detecting academic emotions to support instruction in blended and digital learning environments.- Augmented and Virtual Reality in Education.- Obtaining Managerial Skills in Virtual Reality.- Design and Development of Constructivist Augmented Reality (AR) Book Enhancing Analytical Thinking in Computer Classroom.- Effect of Augmented Reality on Astronomical Observation Instruction.- Enhanced Learning of Jazz Chords with a Projector Based Piano Keyboard Augmentation.- Computational Thinking in Education.- Improving Programming Education Quality with Automatic Grading System.- Tasks for Assessing Computational Thinking Skills at Secondary School Level.- The Effects of Interactive Learning Environment to Enhance the Algorithmic Thinking for Data Structure.- Design and Evaluation of an Interactive Teaching Platform for Guided Instruction in Programming with Real-Time Compilation.- Design and Framework of Learning Systems.- Designing framework of Constructivist Digital Learning Environment Model to Enhance Creative Thinking for Undergraduate Students.- User-Centered Design of Mobile Application Model for Academic Library Services.- Theoretical Framework of Constructivist Web-Based Learning Environment Model to Enhance Mathematical Problem Solving.- The Designing Framework of Constructivist Learning Environment Model to Enhance Information Processing and Reduce Cognitive Load for Students’ Primary Grade 5.- Underpinning knowledge and skills for educators to enhance cyber safety awareness in South African schools.- Conceptualising a dynamic technology practice in education using Argyris and Schön’s Theory of Action.- An Innovative BERT-based Readability Model.- Framework for Knowledge Asset Management In Community Projects In Higher Education Institutions.- Theoretical Domain Framework to Identify Cybersecurity Behaviour Constructs.- The South African ICT Security Awareness Framework for Education (SAISAFE).- Educational Data Analytics Techniques and Adaptive Learning Applications.- Research on the Application of Graphic Method in Formative Evaluation of Teaching Chinese Characters to Foreign Students.- An Empirical Analysis on Standards for Selecting News about Current Events for Case-based Teaching of International Laws.- Augmented reality to promote understanding and cognizing in learning of engineering drawing.- Student performance evaluation based on online discussion.- Building a Simulated Test Activity to Facilitate Online Assessment of IoT Security: A case study of IP Camera.- AutoThinking: An adaptive computational thinking game.- A Case Study of Taiwan - AI Talent Cultivation Strategies.- A Case Study of The Impact of Digital Learning on the Quality of Life of People with Disabilities.- Evaluation, Assessment and Test.- More than just Fame: Learning from Internet Celebrities --- Uses and Gratifications Perspective.- Dimensions of a Learning Organisation in the IT Sector and Secondary Schools in the Czech Republic.- Exploring the interplay between students’ co-regulated behaviors and their collective decision-making abilities on a SSI context.- The Roles, Behaviors and Expectations of the Participants in the Development of Student Graduateness.- Innovative Learning in Education.- Learning with the Semantic Web: The Case of a Research Methodology Semantic Wiki.- Enhancing the quality of essays through a student peerreview process.- The Design and Development of Constructivist Web-based Learning Environment Framework to Enhance Digital literacy for Higher education.- Cyber safety awareness – through the lens of 21st century learning skills and game-based learning.- A Systematic Literature Review of Qualitative Gamification Studies in Higher Education.- Analysis of Students' Learning Emotions using EEG.- Teaching Effectively with the Multi-screen Multimedia Integrated System.- Integrating the Combination of Blockchain and RPG into Undergraduate Learning.- Mobile Learning.- Design and Development of Constructivist Web-based Learning Environment with Augmented Reality to Enhance Critical Reading for First-Year Information Technology Students of Two-Year College in Cambodia.- Conceptualizing Factors that Influence South African Students’ Intention to Choose Mobile Devices as Tools for Learning.- Chinese Key-Image Learning: An App Designed with Handwriting Evaluation and Instant Feedback to Support Chinese Character Learning.- Augmented Reality Technique Assists Target Language Learning.- Needs Analyses and Initial Design of The Handheld Chinese Reading System for Classic Literature.- New Perspectives in Education.- Employing Blockchain Technology in Instructional Design and Learning Content Creation.- Foreseen More than a Century─ Grand Vision regarding Science and Technology from the Dream of Red Chamber.- Innovative Technologies and Learning in a Third-Year Computing Module.- Teachers’ Beliefs About Technology in The Classroom From Early Implementation Phase in 2003 To Contemporary Practise In 2016.- Knowing What, Knowing How, or Knowing Where? How Technology Challenge Concepts of Knowledge.- Online Course and Web-Based Environment.- A Data Visualization for Helping Students Decide Which General Education Courses to Enroll: Case of Chulalongkorn University.- Experiences of the Flipped Classroom method - Does it make students more motivated?.- The Framework for Development of Constructivist WebBased Learning Environment Model to Enhance Critical Thinking for primary students.- Innovative Technologies and Learning in a Massive Open Online Course.- Learner’s Creative Thinking Learning with Constructivist Web-Based Learning Environment Model: Integration between Pedagogy and Neuroscience.- Pedagogies to Innovative Technologies.- Focus on Personalized Collaborative Learning: What Can We Learn from the Indigenous Sámi Teachers’ Supplementary Study Program on Digital Learning Tools?.- The Relationship between Academic Stress and Health Status --- The moderating Role of Social Support.- A Teacher’s Reflection of a PBL-based Curriculum.- Design and Development of Interactive Learning Environment Model to Enhance the Creative Problem Solving Thinking for Computer Education Students.- The Investigation on Creative Thinking into Projected-base Programming Course for College Students.- Social Media Learning.- Integrating social media into problem-based learning to improve students’ learning performance.- Students’ Innovative Education Practices supported by Facebook.- Between Research and Action: The Generative Sense of Technology.- Locus of Control and Usage of Social Media on Academic Achievement among Police College Students in Taiwan.- Analysis of Fake News and the Level of Cognitive Perception of Undergraduate Students in the University in Thailand.- Technologies Enhanced Language Learning.- Scenario-Based Learning Exemplification with a Dynamic Video Retrieving Tool for the Second Language Teaching.- Using Digital Map Tools to Assist Learning of Argumentative Essay Writing.- Application of Artificial Intelligence to the Small Open Online English Abstract Writing Course.- Impact of speech-enabled language translation application on perceived learning emotions in lectures in English as a medium of instruction.- The Effects of Virtual Learning Environment on High School Students’ English Learning Performance and Attitude.- Technology and Engineering Education.- Encouraging Active Learning for System Engineering Students using Role-Exchanging Activities.- Employability table for Mechanical and Mechanical College Students in Science and Technology Colleges after Graduation: Analysis of Employability of Graduates and Employers.- The Development of Simulation-based Laboratory Lessons in Electronics Industrial Instrumentation to Enhance Ill-Structured Problem Solving for Engineering Students.- Teaching Propositional and Syllogistic Logic Using Elearning Tools.