Learning Technology for Education Challenges (eBook, PDF)
12th International Workshop, LTEC 2024, Kaohsiung, Taiwan, July 29 - August 1, 2024, Proceedings
Redaktion: Uden, Lorna; Liberona, Dario
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Learning Technology for Education Challenges (eBook, PDF)
12th International Workshop, LTEC 2024, Kaohsiung, Taiwan, July 29 - August 1, 2024, Proceedings
Redaktion: Uden, Lorna; Liberona, Dario
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This book constitutes the refereed proceedings of the 12th International Conference on Learning Technology for Education Challenges, LTEC 2024, held in Kaohsiung, Taiwan, during July 29-August 1, 2024.
The 26 full papers included in this book were carefully reviewed and selected from 51 submissions. They were organized in topical sections as follows: serious games and virtual learning environments; learning practices and methodologies; learning technologies; learning processes and culture; e-learning and performance, and artificial intelligence and learning.
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- Learning Technology for Education Challenges (eBook, PDF)65,95 €
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The 26 full papers included in this book were carefully reviewed and selected from 51 submissions. They were organized in topical sections as follows: serious games and virtual learning environments; learning practices and methodologies; learning technologies; learning processes and culture; e-learning and performance, and artificial intelligence and learning.
Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.
- Produktdetails
- Verlag: Springer International Publishing
- Seitenzahl: 378
- Erscheinungstermin: 21. Mai 2024
- Englisch
- ISBN-13: 9783031616785
- Artikelnr.: 70735609
- Verlag: Springer International Publishing
- Seitenzahl: 378
- Erscheinungstermin: 21. Mai 2024
- Englisch
- ISBN-13: 9783031616785
- Artikelnr.: 70735609
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
.- The Effects of Gamification on Learning Outcomes in a Web programming course.
.- The Educational Usage of Virtual Reality Goggles.
.- Creating the Course "Philosophy of Life" for Online Teaching.
.- Bibliometric Analysis of Scientific Studies on the Use of Educational Digital Games in Mathematics Education.
.- LEARNING PRACTICES AND METHODOLOGIES.
.- Knowledge management model to support the virtual education.
.- Sport action evaluation based on human pose estimation.
.- Foreign Language Learners' Speaking, Listening Abilities.
.- Investigating the Impact of Agile Scrum Processes on Student Engineers' 21st Century (4Cs) Skills.
.- Exploring the Dynamics of Cultural Influence on Distance Learning Technology Acceptance: Evidence from the MENA Region.
.- LEARNING TECHNOLOGIES.
.- Shadow Puppet Chatbot: Preserving Cultural Tourism.
.- Leveraging Existing Online Platforms to Build Self-Improving.
.- A Middleware for Educational Ecosystems - Rights and Access-control Management by Design.
.- Revolutionizing Technical Education in Ethiopia: A Case Study on TVTI's Open Source eLearning Initiative (Pending).
.- LEARNING PROCESSES AND CULTURE.
.- Mining of Self-Regulated Learning Process Model in Online.
.- Compassion Fatigue among Pre-Service Teachers during Online.
.- Students' Perception on The Perceived of Knowledge of The Cyber threats analysis.
.- Remodeling Learning Culture in the Work place : Analysis of eight learning circles.
.- E-LEARNING AND PERFORMANCE.
.- Test of Competencies (TECO) in the bachelor's degree course in Occupational Therapy at the "Sapienza" University of Rome: cross sectional study internal consistency and discriminant validity.
.- The Effect of Online Instructors' Immediacy and Presence.
.- Teacher Fatigue, Social-Emotional Learning, Online Teaching.
.- Neuroscience Education Approach Through Online Learning.
.- Empowering Future Leaders: A Dynamic Task-Based E-Learning.
.- The Effects of Gamification on Learning Outcomes in a Web programming course.
.- The Educational Usage of Virtual Reality Goggles.
.- Creating the Course "Philosophy of Life" for Online Teaching.
.- Bibliometric Analysis of Scientific Studies on the Use of Educational Digital Games in Mathematics Education.
.- LEARNING PRACTICES AND METHODOLOGIES.
.- Knowledge management model to support the virtual education.
.- Sport action evaluation based on human pose estimation.
.- Foreign Language Learners' Speaking, Listening Abilities.
.- Investigating the Impact of Agile Scrum Processes on Student Engineers' 21st Century (4Cs) Skills.
.- Exploring the Dynamics of Cultural Influence on Distance Learning Technology Acceptance: Evidence from the MENA Region.
.- LEARNING TECHNOLOGIES.
.- Shadow Puppet Chatbot: Preserving Cultural Tourism.
.- Leveraging Existing Online Platforms to Build Self-Improving.
.- A Middleware for Educational Ecosystems - Rights and Access-control Management by Design.
.- Revolutionizing Technical Education in Ethiopia: A Case Study on TVTI's Open Source eLearning Initiative (Pending).
.- LEARNING PROCESSES AND CULTURE.
.- Mining of Self-Regulated Learning Process Model in Online.
.- Compassion Fatigue among Pre-Service Teachers during Online.
.- Students' Perception on The Perceived of Knowledge of The Cyber threats analysis.
.- Remodeling Learning Culture in the Work place : Analysis of eight learning circles.
.- E-LEARNING AND PERFORMANCE.
.- Test of Competencies (TECO) in the bachelor's degree course in Occupational Therapy at the "Sapienza" University of Rome: cross sectional study internal consistency and discriminant validity.
.- The Effect of Online Instructors' Immediacy and Presence.
.- Teacher Fatigue, Social-Emotional Learning, Online Teaching.
.- Neuroscience Education Approach Through Online Learning.
.- Empowering Future Leaders: A Dynamic Task-Based E-Learning.