The proceedings of the 18th edition of Latin American Conference on Learning Technologies (LACLO) demonstrates the developments in the research of learning science, learning resources, challenges and solutions. This Proceedings book showcases a collection of quality articles that explores and discusses trending topics in education in the upcoming years. This book serves as a valuable instrument and source of information on the recent advances in educational technology
The proceedings of the 18th edition of Latin American Conference on Learning Technologies (LACLO) demonstrates the developments in the research of learning science, learning resources, challenges and solutions. This Proceedings book showcases a collection of quality articles that explores and discusses trending topics in education in the upcoming years. This book serves as a valuable instrument and source of information on the recent advances in educational technology
Santiago Berrezueta is Doctor in Systems Engineering, and is Professor in the Technical University of Munich in Germany. He has organized 4 editions of the Ecuadorian Conference on Information and Communication Technologies in Ecuador (TICEC), and 2 editions of the Doctoral Symposium on Information and Communication Technologies. He has edited four proceedings books in the Communications in Computer and Information Science (CCIS) series by Springer, and one in the Lecture Notes in Electrical Engineering (LNEE) series also by Springer. He is also editor of the journal RTE (Revista Tecnológica Espol) ESPOL (Escuela Superior Politécnica del Litoral).
Inhaltsangabe
Research in Education and Technology.- Educational Innovation.- Educational Needs and Technological Solutions.- Learning Objects and Open Educational Resource.- Learning Objects' Repositories.- Architecture and computational solutions for teaching and learning.- Massive Open Online Course (MOOC).- Mobile learning, educational television, and ubiquitous learning.- Learning analytics and educational data mining.- Flipped/Inverted classroom.- Serious Games, Virtual, and Augmented Reality.- Personalized learning, adaptability, and accessibility.- Impacts of COVID-19 on education and learning processes.- Management of educational institutions during the pandemic.- Education and technology in the COVID-19 era.
Research in Education and Technology.- Educational Innovation.- Educational Needs and Technological Solutions.- Learning Objects and Open Educational Resource.- Learning Objects' Repositories.- Architecture and computational solutions for teaching and learning.- Massive Open Online Course (MOOC).- Mobile learning, educational television, and ubiquitous learning.- Learning analytics and educational data mining.- Flipped/Inverted classroom.- Serious Games, Virtual, and Augmented Reality.- Personalized learning, adaptability, and accessibility.- Impacts of COVID-19 on education and learning processes.- Management of educational institutions during the pandemic.- Education and technology in the COVID-19 era.
Research in Education and Technology.- Educational Innovation.- Educational Needs and Technological Solutions.- Learning Objects and Open Educational Resource.- Learning Objects' Repositories.- Architecture and computational solutions for teaching and learning.- Massive Open Online Course (MOOC).- Mobile learning, educational television, and ubiquitous learning.- Learning analytics and educational data mining.- Flipped/Inverted classroom.- Serious Games, Virtual, and Augmented Reality.- Personalized learning, adaptability, and accessibility.- Impacts of COVID-19 on education and learning processes.- Management of educational institutions during the pandemic.- Education and technology in the COVID-19 era.
Research in Education and Technology.- Educational Innovation.- Educational Needs and Technological Solutions.- Learning Objects and Open Educational Resource.- Learning Objects' Repositories.- Architecture and computational solutions for teaching and learning.- Massive Open Online Course (MOOC).- Mobile learning, educational television, and ubiquitous learning.- Learning analytics and educational data mining.- Flipped/Inverted classroom.- Serious Games, Virtual, and Augmented Reality.- Personalized learning, adaptability, and accessibility.- Impacts of COVID-19 on education and learning processes.- Management of educational institutions during the pandemic.- Education and technology in the COVID-19 era.
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