Reis / Cravino / Hadjileontiadis | Technology and Innovation in Learning, Teaching and Education | Buch | 978-3-032-02674-3 | www.sack.de

Buch, Englisch, 375 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 598 g

Reihe: Communications in Computer and Information Science

Reis / Cravino / Hadjileontiadis

Technology and Innovation in Learning, Teaching and Education

4th International Conference, TECH-EDU 2024, Abu Dhabi, United Arab Emirates, November 13-15, 2024, Revised Selected Papers, Part I
Erscheinungsjahr 2025
ISBN: 978-3-032-02674-3
Verlag: Springer

4th International Conference, TECH-EDU 2024, Abu Dhabi, United Arab Emirates, November 13-15, 2024, Revised Selected Papers, Part I

Buch, Englisch, 375 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 598 g

Reihe: Communications in Computer and Information Science

ISBN: 978-3-032-02674-3
Verlag: Springer


The three-volume set CCIS 2479-2481 constitutes the proceedings of the 4th International Conference on Technology and Innovation in Learning, Teaching and Education, TECH-EDU 2024, held in Abu Dhabi, United Arab Emirates, during November

The 79 full papers presented in this volume were carefully reviewed and selected from 167 submissions. The papers are organized in the following topical sections:

 
Part I: Artificial Intelligence in Education; Emerging Technologies and Learning Environments.


Part II: Open Education, Digital Resources and Online Assessment; Pedagogical and Curricular Innovation.


Part III: Technology Integration and Educational Policy.

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Zielgruppe


Research

Weitere Infos & Material


.- Artificial Intelligence in Education.
.- Understanding AI Integration Challenges in Education: A Brief Systematic Literature Review.
.- Unlocking the Potential of Large Language Models for AI-Assisted Medical Education: A Case Study with ChatGPT.
.- Leveraging Generative Artificial Intelligence for Analyzing Handwritten Chemistry Notes: A chatbot support for Students queries.
.- Enhancing Computer Programming Education: Integrating Advanced AI Tools for Challenging Curriculum Projects.
.- Artificial Intelligence and Machine Learning in Primary Education: A Case Study in Portugal.
.- Improving Teaching with Artificial Intelligence Scaffolding in Physics Education with GPT.
.- Integrating Computational Thinking and Artificial Intelligence into Mathematics Education: A Pathway for the 21st Century.
.- The Impact of Artificial Intelligence on Flipped and Online Learning.
.- Personalization of a learning environment supported by AI for vocational training based on skills required: A research proposal.
.- Large Language Models and Intelligent Agents in Education.
.- Course design with artificial intelligence agents.
.- Emerging Technologies and Learning Environments.
.- The Degree of Contribution of Smart Digital learning Platforms to the Development of Entrepreneurship: the KKUx Platform as a Model.
.- Arabic-Indonesian Translation Errors: An Analysis of Google Translate for Arabic Language Students.
.- Electromagnetic waves all around us. Put your glasses on and sense them.
.- Driving Engagement in Learning: Exploring the Impact of an Augmented Reality Mobile Application for Astronomy Education.
.- Exploring the impact of modern board game and video game playing frequency on critical thinking.
.- Serious Game Design for Green Mobility: A Lean Inception Approach.
.- Digital games’ instrumental orchestrations to enhance integral calculus learning – a case study.
.- How museums are changing their visitors’ experience with new formats and approaches to digital storytelling.
.- Teaching Programming with Makey Makey in Lower Secondary School.
.- Learning design integrating a gamified Augmented Reality application.
.- Towards Meaningful Learning: a Home-Grown Approach to Teaching and Learning in Developing Country.
.- EduGenZ: A gamified educational framework for GenZ using affective and immersive technology.
.- Taking a Flight with Drones in STEM Education: Benefits, Affordances, Facilitating Factors and Challenges.
.- Students as Users of Augmented Reality Glasses: Their Experiences and Perceptions.
.- MindOfMine v.2: Towards a Closed-Loop Serious Game Platform for Personalized Cognitive Enhancement in Mental Disorders.
.- Educational Robotics to support Kindergarten Student’s Problem-Solving Skills: a case study.
.- Guidelines for Using Mixed Reality to Teach STEM Subjects.



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