Cheng / Huang / Pedaste | Innovative Technologies and Learning | Buch | 978-3-031-65883-9 | sack.de

Buch, Englisch, 259 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 429 g

Reihe: Lecture Notes in Computer Science

Cheng / Huang / Pedaste

Innovative Technologies and Learning

7th International Conference, ICITL 2024, Tartu, Estonia, August 14-16, 2024, Proceedings, Part II
2024
ISBN: 978-3-031-65883-9
Verlag: Springer Nature Switzerland

7th International Conference, ICITL 2024, Tartu, Estonia, August 14-16, 2024, Proceedings, Part II

Buch, Englisch, 259 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 429 g

Reihe: Lecture Notes in Computer Science

ISBN: 978-3-031-65883-9
Verlag: Springer Nature Switzerland


The two-volume set LNCS 14785 and 14786 constitutes the refereed 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.

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Zielgruppe


Research

Weitere Infos & Material


.- STEM/STEAM Education.

.- The Relationship between Research Productivity and Teaching Effectiveness.

.- Teaching Postgraduate Students User Experience Evaluation Through Eye Tracking Technology: An Experiential Learning Approach.

.- Exploring the Impact of Digital Building Blocks on Spatial Self-Efficacy in Adults of Different Genders.

.- A study on elementary school students in the middle grades using mBot robot cars explore local communities in an interdisciplinary curriculum.

.- Play My Math: Second development cycle of an EdTech tool supporting the teaching and learning of fractions through music in algebraic notation.

.- Virtual Game on Everyday Statistics.

.- VR/AR/MR/XR in Education.

.- Immersive Learning Environments: Fostering Self-Directed Learning in Junior High School Students through Virtual Tours.

.- Designing an AR e-book to support STEAM education.

.- Applying the POEC Teaching Strategy to Virtual Reality Teaching Activities: A Case Study.

.- The Empirical Research on the Impact of Applying VR Technology to Students' Skill Learning in Machining Processing Courses on Questionnaire Evaluation.

.- Creating a virtual and physical learning environment for business management students - integrating AR and STEM teaching strategies.

.- Effects of an Augmented Reality University Drug Prevention Board Game on University Students' Gaming Anxiety and Flow Experience.

.- Exploring Virtual Collaboration Platforms for Product Design Courses: A Preliminary Evaluation Study.

.- The impact of feedback mechanism in VR learning environment.

.- Application and Design of Generative Artificial Intelligence in Education.

.- Students’ Perceptions of Study Efficacy, Effectiveness, and Efficiency: Effects of Voice assistant Use.

.- Bridging Literature and Code: Empowering Students to Explore Digital Humanities through Generative AI.

.- Enhancing Python Learning through Retrieval-Augmented Generation: A Theoretical and Applied Innovation in Generative AI Education.

.- Use of taxonomy in planning teaching activities in higher education.

.- The Impact of Integrating AI Chatbots and Microlearning into Flipped Classrooms: Enhancing Students' Motivation and Higher-Order Thinking Skills.

.- GAI-assisted personal discussion process analysis.

.- Enhancing Engagement and Motivation in English Writing through AI: The Impact of ChatGPT-Supported Collaborative Learning.

.- Designing Social Robots for Learning: HRI Participatory Design Workshop.

.- Investigating the driving factors of the use of generative AI among college students.

.- AI in Teacher Education: Introductory Training for PreService Teachers involving Microsoft Copilot.

.- Bridging STEM Education and Ubiquitous Learning: A Case Study on Developing a LINE Chatbot with Google's Gemini for Virtual Peer Collaboration.

.- Leveraging OpenAI API for Developing a Monopoly Game-Inspired Educational Tool Fostering Collaborative Learning and Self-Efficacy.



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