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  • Produktbild: Innovative Technologies and Learning
  • Produktbild: Innovative Technologies and Learning
Band 14099 - 10%

Innovative Technologies and Learning 6th International Conference, ICITL 2023, Porto, Portugal, August 28–30, 2023, Proceedings

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95,99 € UVP 106,99 €

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

01.08.2023

Abbildungen

XVII, 657 p. 169 illus., 133 illus. in color.

Herausgeber

Yueh-Min Huang + weitere

Verlag

Springer

Seitenzahl

657

Maße (L/B/H)

23,5/15,5/3,7 cm

Gewicht

1007 g

Auflage

1st ed. 2023

Sprache

Englisch

ISBN

978-3-031-40112-1

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

01.08.2023

Abbildungen

XVII, 657 p. 169 illus., 133 illus. in color.

Herausgeber

Verlag

Springer

Seitenzahl

657

Maße (L/B/H)

23,5/15,5/3,7 cm

Gewicht

1007 g

Auflage

1st ed. 2023

Sprache

Englisch

ISBN

978-3-031-40112-1

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: GPSR Kontakt

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  • Produktbild: Innovative Technologies and Learning
  • Produktbild: Innovative Technologies and Learning
  • Artificial Intelligence in Education .- Intelligent (Musical) Tutoring System: The Strategic Sense for Deep Learning?.- Nurturing Artificial Intelligence Literacy in Students with Diverse Cultural Backgrounds.- The Course of Precision Measurements from the Incorporation of Precision Machinery and Artificial Intelligence and the Learning Effects of its Learning Materials.- Concerns about Using ChatGPT in Education.- Comparing Handwriting fluency in English Language Teaching using Computer Vision Techniques.- Redefining Customer Service Education in Taiwan’s Convenience Store Sector: Implementing an AI-Driven Experiential Training Approach.- The combination of recognition technology and artificial intelligence for questioning and clarification mechanisms to facilitate meaningful EFL writing in authentic contexts.- Solving the self-regulated learning problem: Exploring the performance of ChatGPT in mathematics.- Opportunities and challenges for AI-assisted qualitative data analysis: An example from collaborative problem-solving discourse data.-  Computational Thinking in Education .- Exploring the development of a teaching model based on the TPACK framework.- Cultivating Data Analyst Skills and Mindfulness in Higher Education.- Students Learning Performance and Engagement in a Visual Programming Environment.- Applying Computational Thinking and Formative Assessment to Enhance the Learning Performance of Students in Virtual Programming Language.-  Design and Framework of Learning Systems .- FLINK: An Educator’s Tool for Linking Inaccurate Student Records.- Intercultural collaborative teaching and learning in online environments – e-quality in global media education case study.- The impact of hands-on activities integrating design thinking on the creative self-efficacy and learning performance of junior high school students: A Case of Producing Solar Battery Charger.- Key Principles Pertinent to User Experience Design for Conversational User Interfaces: A Conceptual Learning Model.- Integrating a Chatbot and the Concepts of Grit and Growth Mindset into a Mobile Game-based Learning System.- A Guiding Cooperative Learning Approach in Mobile Learning Environments.- The Designing Framework of Simulation Flipped Classroom to Enhance Analytical Thinking on the Topic of the Nervous System for Grade 11 Students.-  Pedagogies to Innovative Technologies and Learning .- Learning processes and Digital Transformation.- Flipped Classroom Method in Higher Education: A case of Kazakhstan.- Combining the AISAS model and online collaborative learning features to examine learners' we-intention to use health-related applications.- Building a Telecollaborative Community of Practice among Pre-Service English Teachers, In-Service Teachers, and International-School Teachers.- A Pilot Study of Preservice Teachers Accepting and Using Chatbots to Enhance CFL Education.- Enhancing Phonetics Learning in Online Language Courses: A Counterbalanced Study on CLD and SCA Methods for Intermediate CFL Japanese Students.- Pedagogy for the Digital Infants: Perspectives on Multimedia Production as Teaching Method.- Effects of interactive e-books based on graduated-prompting strategies to enhance self-efficacy of medical radiologic technologists.- Enhancing Mathematics Learning Outcomes through a Flipped Classroom Grouping Mechanism Informed by Self-study Habits: Utilizing iPad Screen Time Data.- The Implication of Project-Based Learning with CDIO, and Team Teaching on Business-Management Course.- How can we set up eye trackers in a real classroom? Using Mobile Eye Trackers to Record Learners’ Visual Attention during Learning Statistical Graphs with Different Complex Levels.- Are our students ready? Students' online learning readiness in higher education post-Covid Era.- Online Learning Modelfor Graduate Level to Support COVID-19 Pandemic.- Using Massive Open Online Courses (MOOCs) to create learning spaces for quality lifelong learning for all communities through engaged scholarship (ES).- Applying Experiential Learning to Deliver Industry-ready Business Analysts.- A Lecturer’s perception of Blackboard support for Collaborative Learning.- Two experiences of including critical thinking in Mathematics courses.- Design Science Research in Information Systems as Educational Technology in Teaching and Learning Environments: A Systematic Literature Review.- Engaging Company Employees in Critical Thinking through Game-Based Learning: A Qualitative Study.- Learning Effectiveness of Nursing Students in OSCE Video Segmentation Combined with Digital Scoring.-  STEM/STEAM Education .- Exploring the Learning Efficacy of Students' STEM Education from the Process of Hands-on Practical Experience.- Learning Analytics Based on Streamed LogData from a Course in Logic.- The Effect of Chatbot Use on Students’ Expectations and Achievement in STEM Flipped Learning Activities: A Pilot Study.- Students’ Patterns of Interaction with E-Books in Estonian Basic Schools: A Sequence Analysis Study.- Cultivating creativity of high school students in cross-cultural learning project based on VR technology.- Creating an Engaging and Immersive Environmental, Social, and Governance Learning Experience through the Metaverse.- The influence of emotion in STEM activity based on Virtual Reality learning environment.- Developing an Immersive Virtual Reality-Assisted Learning System to Support Scanning Electron Microscopy Learning Activities.- Systematic literature review of the use of Virtual Reality in the inclusion of children with Autism Spectrum Disorders (ASD).-  Application and Design of Innovative Learning Software .- Tablet-Based Design Fluency Test: Taiwan Normative Data and Reliability and Validity Study.- The Openstudy Academy that Stimulates the Energy of Digital Learning for the Disabled Students.- Empowering Learner-Centered Instruction: Integrating ChatGPT Python API and Tinker Learning for Enhanced Creativity and Problem-Solving Skills.- The Impact of AI Chatbot-based Learning on Students’ Motivation in English Writing Classroom.- TAM Application in Investigating the Learning Behavior of FinTech Practitioners towards Internet-only Bank during the COVID-19 Lockdown: A Case Study of LINE Bank.- An Analysis of Student Perceptions of Computational Thinking in Writing Classes.- The Effect of Makey Makey Combined with Tangible Learning on Marine Conservation Outcomes with Attitude, and Learning Satisfaction of Rural Elementary School Students.- A Study of Virtual Skills Training on Students' Perceptions of Sense of Ownership and Sense of Agency.- Enhancing English Writing Skills through Rubric-Referenced Peer Feedback and Computational Thinking: A Pilot Study.- The research of elementary school students apply engineering design thinking to Scratch programming on social sustainability.- The Effects of Prior Knowledge on Satisfaction and Learning Effectiveness in Using an English Vocabulary Learning System.- Robot-Assisted Language Learning: A Case Study on Interdisciplinary Collaboration Design and Development Process.- Exploring the Effect of Educational Games Console Programming with Task Scaffolding on Students' Learning Achievement.- Metacognitive-based collaborative programming: a novel approach to enhance learning performance in programming courses.- Facial AI and Data Mining-Based Testing System in the Post-Pandemic Era.