Technology and innovation in learnin...
TECH-EDU (Conference) (2024 :)

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  • Technology and innovation in learning, teaching and education = 4th International Conference, TECH-EDU 2024, Abu Dhabi, United Arab Emirates, November 13-15, 2024 : revised selected papers.. Part I /
  • Record Type: Electronic resources : Monograph/item
    Title/Author: Technology and innovation in learning, teaching and education/ edited by Arsénio Reis ... [et al.].
    Reminder of title: 4th International Conference, TECH-EDU 2024, Abu Dhabi, United Arab Emirates, November 13-15, 2024 : revised selected papers.
    remainder title: TECH-EDU 2024
    other author: Reis, Arsénio.
    corporate name: TECH-EDU (Conference)
    Published: Cham :Springer Nature Switzerland : : 2025.,
    Description: xx, 375 p. :ill. (some col.), digital ;24 cm.
    [NT 15003449]: Artificial Intelligence in Education. -- Understanding AI Integration Challenges in Education: A Brief Systematic Literature Review. -- Unlocking the Potential of Large Language Models for AI-Assisted Medical Education: A Case Study with ChatGPT. -- Leveraging Generative Artificial Intelligence for Analyzing Handwritten Chemistry Notes: A chatbot support for Students queries. -- Enhancing Computer Programming Education: Integrating Advanced AI Tools for Challenging Curriculum Projects. -- Artificial Intelligence and Machine Learning in Primary Education: A Case Study in Portugal. -- Improving Teaching with Artificial Intelligence Scaffolding in Physics Education with GPT. -- Integrating Computational Thinking and Artificial Intelligence into Mathematics Education: A Pathway for the 21st Century. -- The Impact of Artificial Intelligence on Flipped and Online Learning. -- Personalization of a learning environment supported by AI for vocational training based on skills required: A research proposal. -- Large Language Models and Intelligent Agents in Education. -- Course design with artificial intelligence agents. -- Emerging Technologies and Learning Environments. -- The Degree of Contribution of Smart Digital learning Platforms to the Development of Entrepreneurship: the KKUx Platform as a Model. -- Arabic-Indonesian Translation Errors: An Analysis of Google Translate for Arabic Language Students. -- Electromagnetic waves all around us. Put your glasses on and sense them. -- Driving Engagement in Learning: Exploring the Impact of an Augmented Reality Mobile Application for Astronomy Education. -- Exploring the impact of modern board game and video game playing frequency on critical thinking. -- Serious Game Design for Green Mobility: A Lean Inception Approach. -- Digital games' instrumental orchestrations to enhance integral calculus learning - a case study. -- How museums are changing their visitors' experience with new formats and approaches to digital storytelling. -- Teaching Programming with Makey Makey in Lower Secondary School. -- Learning design integrating a gamified Augmented Reality application. -- Towards Meaningful Learning: a Home-Grown Approach to Teaching and Learning in Developing Country. -- EduGenZ: A gamified educational framework for GenZ using affective and immersive technology. -- Taking a Flight with Drones in STEM Education: Benefits, Affordances, Facilitating Factors and Challenges. -- Students as Users of Augmented Reality Glasses: Their Experiences and Perceptions. -- MindOfMine v.2: Towards a Closed-Loop Serious Game Platform for Personalized Cognitive Enhancement in Mental Disorders. -- Educational Robotics to support Kindergarten Student's Problem-Solving Skills: a case study. -- Guidelines for Using Mixed Reality to Teach STEM Subjects.
    Contained By: Springer Nature eBook
    Subject: Educational technology - Congresses. -
    Online resource: https://doi.org/10.1007/978-3-032-02675-0
    ISBN: 9783032026750
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