Innovative Technologies and Learning: Lecture Notes in Computer Science, cartea 14786
Editat de Yu-Ping Cheng, Margus Pedaste, Emanuele Bardone, Yueh-Min Huangen Limba Engleză Paperback – 21 iul 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.
| Toate formatele și edițiile | Preț | Express |
|---|---|---|
| Paperback (2) | 471.05 lei 43-57 zile | |
| Springer – 21 iul 2024 | 471.05 lei 43-57 zile | |
| Springer – 21 iul 2024 | 790.92 lei 43-57 zile |
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Specificații
ISBN-13: 9783031658839
ISBN-10: 3031658833
Pagini: 280
Ilustrații: X, 340 p.
Dimensiuni: 155 x 235 x 16 mm
Greutate: 0.43 kg
Ediția:2024
Editura: Springer
Colecția Lecture Notes in Computer Science
Seria Lecture Notes in Computer Science
Locul publicării:Cham, Switzerland
ISBN-10: 3031658833
Pagini: 280
Ilustrații: X, 340 p.
Dimensiuni: 155 x 235 x 16 mm
Greutate: 0.43 kg
Ediția:2024
Editura: Springer
Colecția Lecture Notes in Computer Science
Seria Lecture Notes in Computer Science
Locul publicării:Cham, Switzerland
Cuprins
.- 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.
.- 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.