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Social Computing in Digital Education: First International Workshop, SOCIALEDU 2015, Stanford, CA, USA, August 19, 2015, Revised Selected Papers: Communications in Computer and Information Science, cartea 606

Editat de Fernando Koch, Andrew Koster, Tiago Primo
en Limba Engleză Paperback – 15 mai 2016
This book constitutes the refereed proceedings of the First International Workshop, SOCIALEDU 2015, held in Stanford, CA, USA, in August 2015.
The workshop aimed to discuss computational models of social computing applied to Digital Education. The 9 revised full papers presented were carefully reviewed and selected from 12 submissions. The papers address issues such as novel data mining and machine learning for social intelligence in digital education.- Social modelling and simulation to investigate social behaviours,emotional intelligence, influence processes and other social aspects that may influence learning performance in an educational environment.- Smart environments and interactive systems of social computing in digital education.- Analysis of social media and media intelligence in digital education.- Mobile social gaming in digital education.- The utilization of mobile and wearable technology in social systems in digital education, and others.

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Specificații

ISBN-13: 9783319396712
ISBN-10: 3319396714
Pagini: 148
Ilustrații: XIII, 141 p. 72 illus.
Dimensiuni: 155 x 235 x 8 mm
Greutate: 0.23 kg
Ediția:1st ed. 2016
Editura: Springer International Publishing
Colecția Springer
Seria Communications in Computer and Information Science

Locul publicării:Cham, Switzerland

Cuprins

Novel data mining and machine learning for social intelligence in digital education.- Social modelling and simulation to investigate social behaviours, emotional intelligence, influence processes and other social aspects that may influence learning performance in an educational environment.- Smart environments and interactive systems of social computing in digital education.- Analysis of social media and media intelligence in digital education.- Mobile social gaming in digital education.- The utilization of mobile and wearable technology in social systems in digital education, and others.

Caracteristici

Includes supplementary material: sn.pub/extras