000
|
|
nam5i |
001
|
|
2210080934569 |
003
|
|
DE-He213 |
005
|
|
20250321105411 |
007
|
|
cr nn 008mamaa |
008
|
|
240720s2024 sz | s |||| 0|eng d |
020
|
|
▼a9783031658846▼9978-3-031-65884-6 |
024
|
|
▼a10.1007/978-3-031-65884-6▼2doi |
040
|
|
▼a221008 |
050
|
|
▼aLB1028.43-1028.75 |
072
|
|
▼aJNV▼2bicssc |
072
|
|
▼aEDU039000▼2bisacsh |
072
|
|
▼aJNV▼2thema |
082
|
|
▼a371.334▼223 |
245
|
00 |
▼aInnovative Technologies and Learning▼h[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
|
|
▼atext▼btxt▼2rdacontent |
337
|
|
▼acomputer▼bc▼2rdamedia |
338
|
|
▼aonline resource▼bcr▼2rdacarrier |
347
|
|
▼atext file▼bPDF▼2rda |
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
|
|
▼aEducation▼xData 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)0000-0001-8778-9777▼1https://orcid.org/0000-0001-8778-9777▼4edt▼4http://id.loc.gov/vocabulary/relators/edt |
700
|
|
▼aPedaste, Margus.▼eeditor.▼0(orcid)0000-0002-5087-9637▼1https://orcid.org/0000-0002-5087-9637▼4edt▼4http://id.loc.gov/vocabulary/relators/edt |
700
|
|
▼aBardone, Emanuele.▼eeditor.▼0(orcid)0000-0001-9038-2580▼1https://orcid.org/0000-0001-9038-2580▼4edt▼4http://id.loc.gov/vocabulary/relators/edt |
700
|
|
▼aHuang, Yueh-Min.▼eeditor.▼0(orcid)0000-0001-7052-1272▼1https://orcid.org/0000-0001-7052-1272▼4edt▼4http://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) |