Learning Technologies and Systems: Lecture Notes in Computer Science, cartea 13869
Editat de Carina S. González-González, Tianyong Hao, Baltasar Fernández-Manjón, Frederick Li, Francisco José García-Peñalvo, Filippo Sciarrone, Marc Spaniol, Alicia García-Holgado, Manuel Area-Moreira, Matthias Hemmjeen Limba Engleză Paperback – 26 mai 2023
The 45 full papers and 5 short papers included in this book were carefully reviewed and selected from 82 submissions. The topics proposed in the ICWL&SETE Call for Papers included several relevant issues, ranging from Semantic Web for E-Learning, through Learning Analytics, Computer-Supported Collaborative Learning, Assessment, Pedagogical Issues, E-learning Platforms, and Tools, to Mobile Learning. In addition to regular papers, ICWL&SETE 2022 also featured a set of special workshops and tracks:
- The 5th International Workshop on Educational Technology for Language Learning (ETLL 2022),
- The 6th International Symposium on User Modeling and Language Learning (UMLL 2022), Digitalization in Language and Cross-Cultural Education,
- First Workshop on Hardware and software systems as enablers for lifelong learning (HASSELL).
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Specificații
ISBN-13: 9783031330223
ISBN-10: 3031330226
Pagini: 564
Ilustrații: XXII, 537 p. 197 illus., 149 illus. in color.
Dimensiuni: 155 x 235 x 31 mm
Greutate: 0.84 kg
Ediția:1st edition 2023
Editura: Springer
Colecția Lecture Notes in Computer Science
Seria Lecture Notes in Computer Science
Locul publicării:Cham, Switzerland
ISBN-10: 3031330226
Pagini: 564
Ilustrații: XXII, 537 p. 197 illus., 149 illus. in color.
Dimensiuni: 155 x 235 x 31 mm
Greutate: 0.84 kg
Ediția:1st edition 2023
Editura: Springer
Colecția Lecture Notes in Computer Science
Seria Lecture Notes in Computer Science
Locul publicării:Cham, Switzerland
Cuprins
ICWL 2022. International Conference on Web-based Learning.- Digital Divide, Local and Global? Surveying Augmented Reality Educational Usage in Europe and South America.- Gamifying Experiential Learning Theory.- The Learning Analytics System that improves the teaching-learning experience of MOOC instructors and students.- Intelligent Instructional Design via Interactive Knowledge Graph Editing.- A two-step process for analysing teacher’s behaviors using a scenario-based platform.- New digital tools to teach soft skills and sustainability for the labor market: gamification as a tool for competency acquisition in realistic contexts.- Pocket English Master – Language Learning with Reinforcement Learning, Augmented Reality and Artificial Intelligence.- : The design of an adaptive tool supporting formative assessment in data science courses.- Serious games for social problems.- Contextual Ontology-based Feature Selection for Teachers.- Automated Assessment in Computer Science: A Bibliometric Analysis of the Literature.- Can Educators Develop Digital Role-Playing Games?.- Constructing Low-Redundant and High-Accuracy Knowledge Graphs for Education.- Extracting the Language of the Need for Urgent Intervention in MOOCs by Analysing Text Posts.- Challenges in the Implementation of Web Based Digital Content Repository for Teachers in Bulgaria.- Providing Meaningful Digital Competence Assessment Feedback for Supporting Teachers Professional Development.- An Intelligent Chatbot Supporting Students in Massive Open Online courses.- Using a MOOC to Train Teachers to Design and Deliver MOOCs.- Designing a Game-Based Learning Environment for College students’ campus learning.- Towards a Metaverse of Knowledge: A Constructivist Proposition on Immersive Learning and Visual Literacy.- SETE 2022. International Symposium on Emerging Technologies for Education.- Acceptance evaluation of a serious game to address gender stereotypes in Mexico.- Learning experience design with Maker Education.- Mobile English Learning: A Meta-analysis.- 360° Tour as an Interactive Tool for Virtual Laboratories: A Proposal.- Wearable Devices for Smart Education Based on Sensing Data: Methods and Applications.- The Use of Verbs in International Chinese Language Education.- A tangible learning application from the 3D printer for the practical teaching of meat cutting in inclusive vocational education.- A New World of Open Space: Reflections and Perspectives of Chinese scholars on the digital transformation of education and future education research.- Game-based co-creation method for children and adolescents with medical complex disease.- A Deep Learning System to Help Students Build Concept Maps.- Flexible heuristics for supporting recommendations within an AI platform aimed at non-expert users.- The 5th International Workshop on Educational Technology for Language Learning (ETLL 2022).- Grammatical Strategies for Clause Combining and the Acquisition by Chinese EFL Learners.- Corpus-Based Sociolinguistic Study of Undergraduate English Writing and Its Implications for Business English Teaching.- Learner Portrait in Hybrid English Listening and Speaking Courses.- Conceptualizing a Gamified Flipped Model for English as Second-Language Classes in Secondary Schools: A Comparative Study between Different Age Groups.- Using Video Dubbing to Foster EFL College Students' English News Broadcasting Ability.- The 6th International Symposium on User Modeling and Language Learning (UMLL 2022).- Exploring Learning Engagement of Higher Vocational College Students in MALL.- Flipped data science classrooms with peer instruction and just-in-time teaching: students’ perceptions and learning experiences.- Using vicarious learning feedback videos as self-directed learning resources in a LMOOC context.- Blended Learning Approach in English Teaching: Effectiveness and Challenges.- Digitalization in Language and Cross-Cultural Education.- The Structure of Motivation in Online Translation Learning and the Role of L2 Motivation Self System.- Transediting of Children’s Literature in the Age of Technology.- A Study on Knowledge Network Acceptability Facilitated by a Computer-Aided Translation Learning Platform.- On the Design of Computer-Aided Translation Teaching.- The Visualizing and Transferring of Communicative Rhetorical Modelling in Active Reading-Writing Teaching Based on Cognitive Apprenticeship: Case Analyses Facilitated by Rain-classroom and Pigai.org.- An Empirical Study on Knowledge-Network-Based Translation Learning.- Designing Blended Learning Model for Medical English Course Based on POA.- Application of the Formative Assessment Model in College English Course Assisted byDigital Platforms---Taking HFUT as an Example.- Translation Skills Training Through In-Depth Analysis: With Special Reference to Online Self-Learning on Textwells.- 1st Workshop on Hardware and software systems as enablers for lifelong learning (HASSELL).- A Theoretical Framework for Computer Vision Learning Environment.