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001 2210080934569
003 DE-He213
005 20250321105411
007 cr nn 008mamaa
008 240720s2024 sz | s |||| 0|eng d
020 a97830316588469978-3-031-65884-6
024 a10.1007/978-3-031-65884-62doi
040 a221008
050 aLB1028.43-1028.75
072 aJNV2bicssc
072 aEDU0390002bisacsh
072 aJNV2thema
082 a371.334223
245 00 aInnovative Technologies and Learningh[electronic resource] :b7th International Conference, ICITL 2024, Tartu, Estonia, August 14–16, 2024, Proceedings, Part II /cedited by Yu-Ping Cheng, Margus Pedaste, Emanuele Bardone, Yueh-Min Huang.
250 a1st ed. 2024.
264 aCham :bSpringer Nature Switzerland :bImprint: Springer,c2024.
300 aXVIII, 259 p. 100 illus., 88 illus. in color.bonline resource.
336 atextbtxt2rdacontent
337 acomputerbc2rdamedia
338 aonline resourcebcr2rdacarrier
347 atext filebPDF2rda
490 aLecture Notes in Computer Science,x1611-3349 ;v14786
505 a -- 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.
520 aThe two-volume set LNCS 14785 and 14786 constitutes the refereed conference proceedings of the 7th International Conference on Innovative Technologies and Learning, ICITL 2024, Tartu, Estonia, during August 14 -16, 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.
650 aEducationxData processing.
650 aComputer engineering.
650 aComputer networks .
650 aApplication software.
650 aArtificial intelligence.
650 aComputers and Education.
650 aComputer Engineering and Networks.
650 aComputer and Information Systems Applications.
650 aArtificial Intelligence.
700 aCheng, Yu-Ping.eeditor.0(orcid)0000-0001-8778-97771https://orcid.org/0000-0001-8778-97774edt4http://id.loc.gov/vocabulary/relators/edt
700 aPedaste, Margus.eeditor.0(orcid)0000-0002-5087-96371https://orcid.org/0000-0002-5087-96374edt4http://id.loc.gov/vocabulary/relators/edt
700 aBardone, Emanuele.eeditor.0(orcid)0000-0001-9038-25801https://orcid.org/0000-0001-9038-25804edt4http://id.loc.gov/vocabulary/relators/edt
700 aHuang, Yueh-Min.eeditor.0(orcid)0000-0001-7052-12721https://orcid.org/0000-0001-7052-12724edt4http://id.loc.gov/vocabulary/relators/edt
710 aSpringerLink (Online service)
773 tSpringer Nature eBook
776 iPrinted edition:z9783031658839
776 iPrinted edition:z9783031658853
830 aLecture Notes in Computer Science,x1611-3349 ;v14786
856 uhttps://doi.org/10.1007/978-3-031-65884-6
912 aZDB-2-SCS
912 aZDB-2-SXCS
912 aZDB-2-LNC
950 aComputer Science (SpringerNature-11645)
950 aComputer Science (R0) (SpringerNature-43710)
Innovative Technologies and Learning[electronic resource] :7th International Conference, ICITL 2024, Tartu, Estonia, August 14–16, 2024, Proceedings, Part II /edited by Yu-Ping Cheng, Margus Pedaste, Emanuele Bardone, Yueh-Min Huang
Material type
전자책
Title
Innovative Technologies and Learning[electronic resource] :7th International Conference, ICITL 2024, Tartu, Estonia, August 14–16, 2024, Proceedings, Part II /edited by Yu-Ping Cheng, Margus Pedaste, Emanuele Bardone, Yueh-Min Huang
판 사항
1st ed. 2024.
Physical Description
XVIII, 259 p 100 illus, 88 illus in color online resource.
Keyword
The two-volume set LNCS 14785 and 14786 constitutes the refereed conference proceedings of the 7th International Conference on Innovative Technologies and Learning, ICITL 2024, Tartu, Estonia, during August 14 -16, 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.
내용주기
/ 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.
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