Learning and Collaboration Technologies: Games and Virtual Environments for Learning
Springer International Publishing (Verlag)
978-3-030-77942-9 (ISBN)
Quiz Tools in Algorithms Courses: Applying Educational Gamification Design Principles and Encouraging Students' Interaction.- FLCARA: Frog Life Cycle Augmented Reality Game-based Learning Application.- Preschool Children Scientific Concept and Developing their Creativity.- Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game.- Educational Video Game Design for Teaching and Learning Musical Harmony.- A Video Game-Like Approach to Supporting Novices in Learning Programming.- Completeness and Collaboration in the Early Design Phase of Learning Games: Do Ideation Cards Provide Scaffolding? .- Mobile Game-Based Learning in Distance Education: A Mixed Analysis of Learners' Emotions and Gaming Features.- Tangible Solutions for Learning Basic Math Skills: Exploring Concepts of Emotions and Enaction.- University Student Surveys using Chatbots: Artificial Intelligence Conversational Agents.-An Overview of the Use of Chatbots in Medical and Healthcare Education.- Studying how to Apply Chatbots Technology in Higher-Education: First Results and Future Strategies.- 'Are you OK?' Students' Trust in a Chatbot Providing Support Opportunities.- Usability and User Experience of a Chat Application with Integrated Educational Chatbot Functionalities.- Envisioned Pedagogical Uses of Chatbots in Higher Education and Perceived Benefits and Challenges.- Towards a New Chemistry Learning Platform with Virtual Reality and Haptics.- Effect of Height in Telepresence Robots on the Users' Spatial Awareness.- Driving Success: Virtual Team Building through Telepresence Robots.- Design of Children's Entertainment & Education Products Based on AR Technology.- Heritage Augmented Reality Applications for Enhanced User Experience - A Case Study of AR Videogames for Children at Archeological Site of Empuries, Spain.- EvaluationDesign for Learning with Mixed Reality in Mining Education based on a Literature Review.- Acceptance of Social and Telepresence Robot Assistance in German Households.- Student Response Systems in Remote Teaching.- E-Learning and M-Learning Technological Intervention in Favor of Mathematics.- Teaching Lung Pathology during a Pandemic: Can Further Developments of an Online Quiz Primer Improve the Engagement of Students in a Completely on-Line Delivery? .- How to Asses Empathy during Online Classes.- CodeLab: an Online Laboratory for Learning to Code.- Engaging Students in Online Language Learning during a Pandemic.- The Global Challenge of Designing E-learning Tools for Computational Thinking: a Comparison between East Asia and Scandinavia.- The Effects of the Sudden Switch to Remote Learning Due to Covid-19 on HBCU Students and Faculty.- From Studios to Laptops: Challenges in Imparting Design Education Virtually.-Teaching-Learning in the Industrial Engineering Career in Times of COVID-19.- Designing Learning Environments in a Digital Time - Experiences in two Different Subjects at NTNU, Norway Autumn 2020.- Rapid Response to the Needs of ESL Students of a Technical University in the Time of Emergency Covid-19 Transfer to Online Classes: ITMO University Case Study.
Erscheinungsdatum | 30.05.2021 |
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Reihe/Serie | Information Systems and Applications, incl. Internet/Web, and HCI | Lecture Notes in Computer Science |
Zusatzinfo | XXIV, 343 p. 123 illus., 95 illus. in color. |
Verlagsort | Cham |
Sprache | englisch |
Maße | 155 x 235 mm |
Gewicht | 556 g |
Themenwelt | Mathematik / Informatik ► Informatik ► Betriebssysteme / Server |
Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
Schlagworte | Applications • Artificial Intelligence • Computer Hardware • Computer Networks • Computer Science • Computer systems • computer vision • conference proceedings • Curricula • Education • E-Learning • Engineering • Human-Computer Interaction (HCI) • Human engineering • Informatics • information systems • interactive computer graphics • Internet • learning • Research • Signal Processing • User Interfaces • videogames • Virtual Reality |
ISBN-10 | 3-030-77942-4 / 3030779424 |
ISBN-13 | 978-3-030-77942-9 / 9783030779429 |
Zustand | Neuware |
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