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This book constitutes the thoroughly refereed proceedings of the 7th Iberoamerican Workshop on Human-Computer Interaction, HCI-Collab 2021, held in Sao Paulo, Brazil, in September 2021.* The 15 full and 4 short papers presented in this volume were carefully reviewed and selected from 68 submissions. The papers deal with topics such as emotional interfaces, usability, video games, computational thinking, collaborative systems, IoT, software engineering, ICT in education, augmented and mixed virtual reality for education, gamification, emotional Interfaces, adaptive instruction systems, accessibility, use of video games in education, artificial Intelligence in HCI, among others. *The workshop was held virtually due to the COVID-19 pandemic.
Supporting education through digital technology becomes increasingly important. Especially in the light of the Covid-19 pandemic, online teaching and learning has been increased massively. In these precarious times, multiple approaches have been developed to enable the delivery of online education. But also for the regular classroom setting, more and more technologies are developed and implemented in educational practice. This volume contains the papers presented at the Research On STEM Education in the Digital Age (ROSEDA) Conference, held in Porto, Portugal, in February 2023. The proceedings summarize and link theoretical consi-derations, practical experiences and ideas, and empirical research on the use of technology to enrich students’ learning. Hereby, the papers focus on the STEM subjects of Mathematics, Technology, Engineering and Mathematics. The ROSEDA Conference and its proceedings are part of the Erasmus+ Strategic Partnership ASYMPTOTE which is co-funded by the European Union.
This volume constitutes the proceedings of the 5th International Conference on Serious Games, Interaction, and Simulation, held in Novedrate, Italy, in September 2015. The 16 revised full papers together with 2 keynote papers were carefully reviewed and selected for inclusion in this book. They focus on the design, development, use, and application of games for purposes other than entertainment. As such they cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology, and feature new scientific approaches and results from experiments and real-life applications.
These proceedings represent the work of researchers participating in the 9th European Conference on Games-Based Learning, which is being hosted this year by Nord-Trondelag University College, Steinkjer, Norway, on the 8-9 October 2015. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like-minded individuals to meet, discuss and share knowledge. ECGBL continues to evolve and develop, and the wide range of papers and topics will ensure an interesting two-day conference. In addition to t...
This book constitutes the proceedings of the 20th International Conference on Advances in Web-Based Learning, ICWL 2021, which was held in Macau, China, in November 2021. The papers included in this volume deal with multiple topics, from algorithms to systems and applications and are organized in 3 tracks: Online learning methodologies, trust, and analysis; Online learning environment with tools; Online learning privacy issues and special tools.
Technology Enhanced Learning (TEL) is a very broad and increasingly mature research field. It encompasses a wide variety of research topics, ranging from the study of different pedagogical approaches and teaching/learning strategies and techniques, to the application of advanced technologies in educational settings such as the use of different kinds of mobile devices, sensors and sensor networks to provide the technical foundation for context-aware, ubiquitous learning. The TEL community has also been exploring the use of artificial intelligence tools and techniques for the development of intelligent learning environments capable of adapting to learners’ needs and preferences and providing...
This book focuses on the interplay between pedagogy and technology, and their fusion for the advancement of smart learning environments. It discusses various components of this interplay, including learning and assessment paradigms, social factors and policies, emerging technologies, innovative application of mature technologies, transformation of curriculum and teaching behavior, transformation of administration, best infusion practices, and piloting of new ideas. The book provides an archival forum for researchers, academics, practitioners and industry professionals interested and/or engaged in reforming teaching and learning methods by promoting smart learning environments. It also facilitates discussions and constructive dialogue among various stakeholders on the limitations of existing learning environments, the need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promoting best practices, leading to the evolution, design and implementation of smart learning environments.