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  • Produktbild: Innovative Technologies and Learning
  • Produktbild: Innovative Technologies and Learning
Band 14786

Innovative Technologies and Learning 7th International Conference, ICITL 2024, Tartu, Estonia, August 14–16, 2024, Proceedings, Part II

63,99 €

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

21.07.2024

Abbildungen

XVIII, 259 p. 100 illus., 88 illus. in color.

Herausgeber

Yu-Ping Cheng + weitere

Verlag

Springer

Seitenzahl

259

Maße (L/B/H)

23,5/15,5/1,6 cm

Gewicht

429 g

Auflage

2024

Sprache

Englisch

ISBN

978-3-031-65883-9

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

21.07.2024

Abbildungen

XVIII, 259 p. 100 illus., 88 illus. in color.

Herausgeber

Verlag

Springer

Seitenzahl

259

Maße (L/B/H)

23,5/15,5/1,6 cm

Gewicht

429 g

Auflage

2024

Sprache

Englisch

ISBN

978-3-031-65883-9

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: ProductSafety@springernature.com

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  • Produktbild: Innovative Technologies and Learning
  • Produktbild: Innovative Technologies and Learning

  • .- 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.