• Produktbild: Innovative Technologies and Learning
  • Produktbild: Innovative Technologies and Learning
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Innovative Technologies and Learning 7th International Conference, ICITL 2024, Tartu, Estonia, August 14–16, 2024, Proceedings, Part I

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

21.07.2024

Abbildungen

XVII, 327 p. 72 illus., 58 illus. in color.

Herausgeber

Yu-Ping Cheng + weitere

Verlag

Springer

Seitenzahl

327

Maße (L/B/H)

23,5/15,5/1,9 cm

Gewicht

528 g

Auflage

2024

Sprache

Englisch

ISBN

978-3-031-65880-8

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

21.07.2024

Abbildungen

XVII, 327 p. 72 illus., 58 illus. in color.

Herausgeber

Verlag

Springer

Seitenzahl

327

Maße (L/B/H)

23,5/15,5/1,9 cm

Gewicht

528 g

Auflage

2024

Sprache

Englisch

ISBN

978-3-031-65880-8

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: ProductSafety@springernature.com

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  • Produktbild: Innovative Technologies and Learning
  • Produktbild: Innovative Technologies and Learning

  • .- 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.