Cantitate/Preț
Produs

Innovative Technologies and Learning: 7th International Conference, ICITL 2024, Tartu, Estonia, August 14–16, 2024, Proceedings, Part I: Lecture Notes in Computer Science, cartea 14785

Editat de Yu-Ping Cheng, Margus Pedaste, Emanuele Bardone, Yueh-Min Huang
en Limba Engleză Paperback – sep 2024
The two-volume set LNCS 14785 and 14786 constitutes the refereed post-conference proceedings of the 7th International Conference on Innovative Technologies and Learning, ICITL 2024, Tartu, Estonia, during August 14 -16, 2024. 
The 60 full papers included in this book were carefully reviewed and selected from 131 submissions. They were organized in topical sections as follows:
Part One : Artificial Intelligence in Education; Computational Thinking in Education; Design and Framework of Learning Systems and Pedagogies to Innovative Technologies and Learning.
Part Two : STEM/STEAM Education; VR/AR/MR/XR in Education; and Application and Design of Generative Artificial Intelligence in Education.
Citește tot Restrânge

Toate formatele și edițiile

Toate formatele și edițiile Preț Express
Paperback (2) 43122 lei  6-8 săpt.
  Springer Nature Switzerland – sep 2024 43122 lei  6-8 săpt.
  Springer Nature Switzerland – 29 aug 2024 44600 lei  6-8 săpt.

Din seria Lecture Notes in Computer Science

Preț: 43122 lei

Preț vechi: 50732 lei
-15% Nou

Puncte Express: 647

Preț estimativ în valută:
8255 8490$ 6849£

Carte tipărită la comandă

Livrare economică 19 februarie-05 martie

Preluare comenzi: 021 569.72.76

Specificații

ISBN-13: 9783031658808
ISBN-10: 3031658809
Ilustrații: X, 350 p.
Dimensiuni: 155 x 235 mm
Greutate: 0.49 kg
Ediția:2024
Editura: Springer Nature Switzerland
Colecția Springer
Seria Lecture Notes in Computer Science

Locul publicării:Cham, Switzerland

Cuprins

.- Artificial Intelligence in Education.
.- Investigating the Impact of Integrating Prompting Strategies in ChatGPT on Students Learning Achievement and Cognitive Load .
.- Tutor-bot: A Question-Answering Educational Robot based on Deep Learning.
.- Capacity for the Usage of Disruptive Technologies in Higher Education.
.- Enhancing ChatGPT in POE Inquiry Learning for STEM Education to Improve Critical Thinking Skills.
.- Personalisation is Not Guaranteed: The Challenges of Using Generative AI for Personalised Learning.
.- ChatGPT Assessment Design for Postgraduate Students.
.- Insights into Precision Education through Multimodal Learning Analytics in STEM Education.
.- Investigating the Acceptance of Large Language Model Technology on Nursing Interviews among Nurse-Interns.
.- Computational Thinking in Education.
.- Effects of Computational Thinking and Collaborative Project-Based Learning on Student Attitudes Toward Learning: A Design and Implementation Study.
.- Empowering Visual Programming and Motor Board Instruction in STEAM Education: Integrating Computational Thinking and Scaffolding Learning for Improving Learning Performance and Engagement of Students.
.- Computational thinking and creative programming activities enhance the information literacy of freshmen.
.- Design and Framework of Learning Systems.
.- Exploring learning in basic logic using stored Log Data and Exam Data.
.- Sequence analysis as a tool for visualizing students’ patterns of taking tests in interactive E-Book environment.
.- Exploring Collaborative Learning Constructs in the Metaverse: A Pilot Study.
.- A Study on the Current Situation, Problems and Needs Assessment for Development of Adaptive Digital Technology System for Testing Information and Communication Technology Competency & Digital Literacy Skills for Teacher and Administrator.
.- Pedagogies to Innovative Technologies and Learning.
.- On portfolio assessment, group work, and quasi-anonymization: What structural information do anonymized reports reveal?.
.- Developing Reading Literacy with Digital Texts.
.- Exploring the Relationship Between Collaborative Learning Factors and Perceived Learning.
.- Artificial Intelligence Literacy to Enhance Teacher Critical Thinking.
.- ERP logs and its use for Process Mining student learning purposes.
.- Digital discussion game on values: development, use and possibilities for measuring its functionality.
.- Strategies in Digital Child Protection.
.- Exploring Teaching Experiences in Technology and Engineering MOOCs with High Enrollments in Medium Sized Public Universities.
.- Exploring the Impact of the Pingtung Wannian River Basin Educational App on the Learning Motivation of Upper Elementary Students: An Analysis Based on the Technology Acceptance Model.
.- Exploring the Integration of Phenomenon-based Learning Approach in Programming and Critical Thinking Intent.
.- The Effect of Integrating Task Scaffolding into Make Code Arcade With WiFiBoy on Students’ Learning Moti vation, Cooperative Tendency, and Altruistic Behaviors in Programming Learning.
.- The Impact of Prior Knowledge on the Motivation and Effectiveness of Using the English Sentence Rearrangement Practice System.
.- Collaborative Problem-solving on Learning Performance in Simulation-based Learning: A Quasi-experimental Study.
.- Extracting the Semantic Representation of Chinese-Japanese Homophones with Word2Vec for Teaching Chinese as a Second/Foreign Language.
.- Does the PBL Teaching Strategy Suit Higher Education Students with Disabilities? Exploring Financial Literacy Education: Based on PjBL and PmBL.
.- Effects of ASQ-based E-books on Nursing Students’ Learning Performance.
.- CD-ROM in Chinese Character Education: Streamlining Material Complication with Multi-level Features.
.- Embodied learning – are we losing it?.
.- Cultivating Critical Thinking: A Competitive, Web-Enhanced Gaming Experience.