• Produktbild: Learning Technologies and Systems
  • Produktbild: Learning Technologies and Systems
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Learning Technologies and Systems 21st International Conference on Web-Based Learning, ICWL 2022, and 7th International Symposium on Emerging Technologies for Education, SETE 2022, Tenerife, Spain, November 21–23, 2022, Revised Selected Papers

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

26.05.2023

Abbildungen

XXII, 537 p. 197 illus., 149 illus. in color.

Herausgeber

Carina S. González-González + weitere

Verlag

Springer

Seitenzahl

537

Maße (L/B/H)

23,5/15,5/3,1 cm

Gewicht

844 g

Auflage

1st ed. 2023

Sprache

Englisch

ISBN

978-3-031-33022-3

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

26.05.2023

Abbildungen

XXII, 537 p. 197 illus., 149 illus. in color.

Herausgeber

Verlag

Springer

Seitenzahl

537

Maße (L/B/H)

23,5/15,5/3,1 cm

Gewicht

844 g

Auflage

1st ed. 2023

Sprache

Englisch

ISBN

978-3-031-33022-3

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: GPSR Kontakt

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  • Produktbild: Learning Technologies and Systems
  • Produktbild: Learning Technologies and Systems
  • 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.