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This book constitutes the refereed proceedings of the First International Conference on Innovative Technologies and Learning, ICITL 2018, held in Portoroz, Slovenia, in August 2018. The 66 revised full papers presented together with 4 short papers were carefully reviewed and selected from 160 submissions. The papers are organized in the following topical sections: Augmented and Virtual Reality in Education; Collaborative Learning; Design and Framework of Learning Systems; Instructional Strategies; Learning Analytics and Education Data Mining; Mind, Brain and Education; Pedagogies to Innovative Technologies; Personalized and Adaptive Learning; Social Media and Online Learning; Technologies Enhanced Language Learning; Application and Design of Innovative Learning Software; Educational Data Analytics Techniques and Adaptive Learning Applications; and Innovative Thinking Education and Future Trend Development.
This edited volume with selected expanded papers from CELDA (Cognition and Exploratory Learning in the Digital Age) 2009 (http://www.celda-conf.org/) addresses the main issues concerned with problem solving, evolving learning processes, innovative pedagogies, and technology-based educational applications in the digital age. There have been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a fast pace and affecting academia and professional practice in many ways. Paradigms such as just-in-time learning, constructivism, student-centered learning and collaborative approaches have emerged and are being supported by technological advancements such as simulations, virtual reality and multi-agents systems. These developments have created both opportunities and areas of serious concerns. This volume aims to cover both technological as well as pedagogical issues related to these developments.
This book constitutes the refereed proceedings of the 5th International Conference on Innovative Technologies and Learning, ICITL 2022, held in Porto, Portugal, in August 2022. The 53 full papers presented together with 3 short papers were carefully reviewed and selected from 123 submissions. ICITL focuses on artificial intelligence in education, VR/AR/MR/XR in education, design and framework of learning systems, pedagogies to innovative technologies and learning, application and design of innovative learning.
This volume contains chapters that paint the current landscape of the multiword expressions (MWE) representation in lexical resources, in view of their robust identification and computational processing. Both large-size general lexica and smaller MWE-centred ones are included, with special focus on the representation decisions and mechanisms that facilitate their usage in Natural Language Processing tasks. The presentations go beyond the morpho-syntactic description of MWEs, into their semantics. One challenge in representing MWEs in lexical resources is ensuring that the variability along with extra features required by the different types of MWEs can be captured efficiently. In this respect, recommendations for representing MWEs in mono- and multilingual computational lexicons have been proposed; these focus mainly on the syntactic and semantic properties of support verbs and noun compounds and their proper encoding thereof.
This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.
This book constitutes the refereed proceedings of the Second International Conference on Innovative Technologies and Learning, ICITL 2020, held in Porto, Portugal, in November 2020. The 65 full papers presented together with 2 short papers were carefully reviewed and selected from 127 submissions. The papers are organized in the following topical sections: Augmented and Virtual Reality in Education; Educational Data Mining and Learning Analytics; Emerging Issues and Trends in Education; Innovative Learning in Education; Online Course and Web-Based Environment; Technology-Enhanced Learning; Application and Design of Innovative Learning Software; and Science, Technology, Engineering, Arts and Design, and Mathematics. Due to the Corona pandemic this event was held virtually.
When the Television Food Network launched in 1993, its programming was conceived as educational: it would teach people how to cook well, with side trips into the economics of food and healthy living. Today, however, the network is primarily known for splashy celebrity chefs and spirited competition shows. These new essays explore how the Food Network came to be known for consistently providing comforting programming that offers an escape from reality, where the storyline is just as important as the food that is being created. It dissects some of the biggest personalities that emerged from the Food Network itself, such as Guy Fieri, and offers a critical examination of a variety of chefs' feminisms and the complicated nature of success. Some writers posit that the Food Network is creating an engaging, important dialogue about modes of instruction and education, and others analyze how the Food Network presents locality and place through the sharing of food culture with the viewing public. This book will bring together these threads as it explores the rise, development, and unique adaptability of the Food Network.