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    1. Data och IT
    2. Människa – datorinteraktion

    Technology-Enhanced Learning for a Free, Safe, and Sustainable World

    16th European Conference on Technology Enhanced Learning, EC-TEL 2021, Bolzano, Italy, September 20-24, 2021, Proceedings

    AvTinne De Laet,Roland Klemke

    Häftad, Engelska, 2021

    Del 12884 i serien Lecture Notes in Computer Science

    898 kr

    Beställningsvara. Skickas inom 10-15 vardagar. Fri frakt över 249 kr.

    Beskrivning

    Chapters "Investigating the Role of Educational Robotics in Formal Mathematics Education: The Case of Geometry for 15-Year-Old Students" and "From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education" are available open access under a Creative Commons Attribution 4.0 International License via springer.com.

    Produktinformation

    • Utgivningsdatum:2021-09-09
    • Mått:155 x 235 x 30 mm
    • Vikt:684 g
    • Format:Häftad
    • Språk:Engelska
    • Serie:Lecture Notes in Computer Science
    • Antal sidor:437
    • Förlag:Springer Nature Switzerland AG
    • ISBN:9783030864354

    Utforska kategorier

    • Människa – datorinteraktion inom Data och IT
    • Material och digital teknik i undervisningen inom Psykologi och pedagogik
    • Tillämpad datateknik inom Data och IT

    Innehållsförteckning

    • The Impact of Explicating Learning Goals on Teaching and Learning in Higher Education: Evaluating a Learning Goal Visualization.- Catching group criteria semantic information when forming collaborative learning groups.- The role of social practices of knowledge appropriation for sustaining TEL innovations in the classroom.- Visual Aids for Teaching Piano to Students with Autism: Designing a Web App through Practice.- Interactive and explainable advising dashboard opens the black box of student success prediction.- Investigating the role of educational robotics in formal mathematics education: a case study of geometry for 15-year-old students.- Peer Assessment Interactions and Their Temporal Dynamics Using a Graphlet-Based Method.- VLE Limits and Perspectives for Digital Integration in Teaching Practices Lessons Learned from the French Basic Education Teachers’ Experience during the COVID-19 Pandemic.- First-year university students in distance learning: motivations and early experiences.- The dire cost of early disengagement: A four-year learning analytics study over a full program.- Analysis of the ”D’oh!” moments. Physiological markers of performance in cognitive switching tasks.- Examining the Effect of Self-Explanations in Distributed Self-Assessment.-  148 Cheng-Yu Chung and I-Han Hsiao Examining the relationship between reflective writing behaviour and self-regulated learning competence: A time-series analysis.- From Paper to Online: Digitizing Card Based Co-Creation of Games for Privacy Education.- An in-depth methodology to predict at-risk learners.- A Framework to Guide Educational Technology Studies in the Evolving Classroom Research Environment.- Using Prompts and Remediation to Improve Primary School Students Self-Evaluation and Self-Efficacy in a Literacy Web Application.- Student Creativity to Design Fake News Literacy Training: An Overview of Twelve Graduate Student Projects.- Recommendations for Orchestration of Formative Assessment Sequences: aData-driven Approach.- Surveying Teachers’ Preferences and Boundaries regarding Human-AI Control in Dynamic Pairing of Students for Collaborative Learning.- What Do Learning Designs Show about Pedagogical Adoption? An Analysis Approach and a Case Study on Inquiry-Based Learning.- On the Linguistic and Pedagogical Quality of Automatic Question Generation via Neural Machine Translation.- Developing a prototype of an Open Educational Resource on research methods for PhD candidates in Technology-Enhanced Learning.- Comparing usage in and between primary and secondary schools for a blended TEL portal.- Investigating the Associations between Emotion, Cognitive Load and Personal Learning Goals: The Case for MOOCs.- I need more motivation: Engaging Students in the Gamification Design Process.- Augmented Reality as Educational Tool: Perceptions, Challenges, and Requirements from Teachers.- Towards a self-assessment tool for teachers to improve LMS mastery based on Teaching Analytics.- Uncovering Latent Profiles Based on How Students Review Paper-based Assessments.- Orchestrating an ubiquitous learning situation about Cultural Heritage with Casual Learn.- Bibliometric Analysis of the Last Ten Years of the European Conference on Technology-enhanced Learning.