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    1. Data och IT
    2. Systemvetenskap och AI
    3. Artificiell intelligens

    Innovative Technologies and Learning

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

    AvYu-Ping Cheng,Margus Pedaste

    Häftad, Engelska, 2024

    Del 14786 i serien Lecture Notes in Computer Science

    688 kr

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

    Beskrivning

    The 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.

    Produktinformation

    • Utgivningsdatum:2024-07-21
    • Mått:155 x 235 x 16 mm
    • Vikt:429 g
    • Format:Häftad
    • Språk:Engelska
    • Serie:Lecture Notes in Computer Science
    • Antal sidor:259
    • Förlag:Springer International Publishing AG
    • ISBN:9783031658839

    Utforska kategorier

    • Artificiell intelligens inom Data och IT
    • Material och digital teknik i undervisningen inom Psykologi och pedagogik
    • Tillämpad datateknik inom Data och IT

    Innehållsförteckning

    • .- 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.