Innovative technologies and learning...
ICITL (Conference) (2024 :)

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  • Innovative technologies and learning = 7th International Conference, ICITL 2024, Tartu, Estonia, August 14-16, 2024 : proceedings.. Part II /
  • Record Type: Electronic resources : Monograph/item
    Title/Author: Innovative technologies and learning/ edited by Yu-Ping Cheng ... [et al.].
    Reminder of title: 7th International Conference, ICITL 2024, Tartu, Estonia, August 14-16, 2024 : proceedings.
    remainder title: ICITL 2024
    other author: Cheng, Yu-Ping.
    corporate name: ICITL (Conference)
    Published: Cham :Springer Nature Switzerland : : 2024.,
    Description: xviii, 259 p. :ill. (some col.), digital ;24 cm.
    [NT 15003449]: 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.
    Contained By: Springer Nature eBook
    Subject: Educational technology - Congresses. -
    Online resource: https://doi.org/10.1007/978-3-031-65884-6
    ISBN: 9783031658846
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