Research on e-Learning and ICT in Education (eBook)
XIII, 407 Seiten
Springer International Publishing (Verlag)
978-3-319-95059-4 (ISBN)
This book is an essential text for researchers and academics seeking the most comprehensive and up-to-date coverage of all aspects of e-learning and ICT in education, providing expanded peer-reviewed content from research presented at the 10th Panhellenic Conference on ICT in Education. The volume includes papers covering technical, pedagogical, organizational, instructional, as well as policy aspects of ICT in Education and e-Learning, and emphasizes applied research relevant to the educational realities in schools, colleges, universities and informal learning organizations. Research on e-Learning and ICT in Education is a valuable resource for education professionals interested in keeping up with current trends, perspectives, and approaches determining e-Learning and ICT integration in practice, including learning and teaching, curriculum and instructional design, learning media and environments, teacher education and professional development.
Anastasios Mikropoulos is a Professor in the Department of Primary Education at the University of Ioannina in Ioannina, Greece. His primary research interests include learning technologies, virtual reality in education, educational neuroscience, and digital educational games. He is the Director of the Educational Approaches to Virtual Reality Technologies Laboratory (EARTH Lab) at the University of Ioannina, which conducts basic and applied research in the scientific field of ICT in education, virtual reality in education, and the scientific and educational domains of educational software.
Anastasios Mikropoulos is a Professor in the Department of Primary Education at the University of Ioannina in Ioannina, Greece. His primary research interests include learning technologies, virtual reality in education, educational neuroscience, and digital educational games. He is the Director of the Educational Approaches to Virtual Reality Technologies Laboratory (EARTH Lab) at the University of Ioannina, which conducts basic and applied research in the scientific field of ICT in education, virtual reality in education, and the scientific and educational domains of educational software.
Part I: DIGITAL TECHNOLOGIES AND PEDAGOGY1 The feasibility and interest of monitoring the cognitive and affective states of groups of co-learners in real time as they learn Julien Mercier University of Montreal, Canada 2 Exploring the potential of computer-based concept mapping under self- and collaborative-mode within emerging learning environments Sofia Hadjileontiadou1, Sofia B. Dias2, José Diniz2, and Leontios J. Hadjileontiadis3,4 1Hellenic Open University, Athens, Greece, 2Universidade de Lisboa, Portugal, 3Aristotle University of Thessaloniki, Greece, 4Khalifa University of Science and Technology, UAE. 3 Creativity and ICT: theoretical approaches and perspectives in school education Kleopatra Nikolopoulou National and Kapodistrian University of Athens, Greece 4 Exploring teachers’ perceptions of Technological Pedagogical and Content Knowledge: Implications of a pilot study in Greece Demetra Demetriou, Athanassios Jimoyiannis University of Peloponnese, Greece 5 An ensemble-based semi-supervised approach for predicting students’ performance I.E. Livieris1, K. Drakopoulou2, T. Mikropoulos3, V. Tampakas1, and P. Pintelas2 1 Technological Educational Institute of Western Greece, Greece 2 University of Patras, Greece 3 University of Ioannina, Greece 6 Addressing creativity in the collaborative design of digital books for Environmental and Math Education Maria Daskolia, Chronis Kynigos, Angeliki Kolovou National and Kapodistrian University of Athens, Athens, Greece 7 How do transformational principals perceive ICT as a means for promoting 21st century skills? A descriptive case study Spiridoula Laschou, Vasilis Kollias & Ilias Karasavvidis University of Thessaly, GreecePart II: Educational Games 8 The Educational Impacts of Minecraft on Elementary School Students Thierry Karsenti & Julien Bugmann University of Montreal, Canada 9 Mobile games in computer science education: State of the art and proposal of a mobile game design that incorporates physical activity Ioannis Siakavaras, Marina Papastergiou, Nikos Comoutos University of Thessaly, Greece 10 Exemplifying online game design and exploitation for interdisciplinary teaching in Primary School through the WeAreEurope game for EU citizenship education Tharrenos Bratitsis University of Western Macedonia, Greece 11 Evaluation of an augmented reality game for environmental education: “Save Elli, Save the environment” Koutromanos George1, Tzortzoglou Filippo2, Sofos Alivisos2 1 National and Kapodistrian University of Athens, Greece 2 University of the Aegean, GreecePart III: Science and Mathematics 12 Hostage of the Software: Experiences Teaching Inferential Statistics to Undergraduate Human-Computer Interaction students and a Survey of the Literature Frode E. Sandnes1,2, Evelyn Eika 1 Faculty of Technology, Art and Design, Oslo and Akershus University College of Applied Sciences, Norway 2 Westerdals Oslo School of Art, Communication and Technology, Norway 13 Examining Students Actions while Experimenting with a Blended Combination of Physical and Virtual Manipulatives in Physics George Olympiou, & Zacharias C. Zacharia University of Cyprus, Cyprus 14 The impact of virtual laboratory environments in teaching-by-inquiry electric circuits in Greek Secondary Education: the ElectroLab Project Taramopoulos Athanasios, Psillos Dimitrios Aristotle University of Thessaloniki, Greece 15 Tracing Students’ Actions in Inquiry-based Simulations Apostolos Michaloudis, Anastasios Molohidis, Euripides Hatzikraniotis Aristotle University of Thessaloniki, Greece 16 The use of ICT and the Realistic Mathematic Education for understanding simple and advanced stereometry shapes among University students Nicholas Zaranis1, George M. Exarchakos2 1University of Crete, Greece 2Piraeus University of Applied Sciences, Greece Part IV: Robotics 17 Learning to program a humanoid robot: Impact on students in special education Julien Bugmann, Thierry Karsenti University of Montreal, Canada 18 e-ProBotLab: design and evaluation of an open educational robotics platform Christoforos Karachristos, Konstantinos Nakos, Vassilis Komis, Anastasia Misirli University of Patras, Greece Part V: Higher Education 19 A software tool to evaluate performance in a higher education institution Hugo Paredes1,2, Arsénio Reis1,2,Jorge Borges1, Carlos Rodrigues1, João Barroso1,2 1 University of Trás-os-Montes e Alto Douro, Portugal 2 INESC TEC, Portugal 20 Integration of technologies in higher education: Teachers’ needs and expectations at UTAD Ana Maia1,2, Jorge Borges1, Arsénio Reis1,3, Paulo Martins1,3, João Barroso1,3 1University of Trás-os-Montes e Alto Douro, Portugal 2Research Center “Didactics and Technology in Teacher Education”, Portugal 3INESC TE , Portugal 21 Virtual environments for vocational training: immersion and user experience in a virtual kitchen Nikiforos M. Papachristos, George Ntalakas, Ioannis Vrellis, Tassos Anastasios Mikropoulos University of Ioannina, Greece
Erscheint lt. Verlag | 4.10.2018 |
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Zusatzinfo | XIII, 407 p. 111 illus., 96 illus. in color. |
Verlagsort | Cham |
Sprache | englisch |
Themenwelt | Sozialwissenschaften ► Pädagogik ► Schulpädagogik / Grundschule |
Schlagworte | Augmented reality games for environmental education • Cognitive and affective states of groups of co-learners • Collaborative design of digital books • Computer-based concept mapping • Creativity and ICT • Digital technologies and pedagogy • Educational Games • Educational impact of Minecraft • Emerging learning environments • Ensemble-based approaches for predicting students' performance • Environmental and math education • ICT as a means for promoting 21st century skills • Mobile game design and physical activity • Mobile games in computer science education • Physical and virtual manipulatives in physics • Teachers' perceptions of pedagogical and content knowledge • Teachers' perceptions of technological knowledge • Virtual environments for vocational training • Virtual laboratory environments • WeAreEurope game for EU citizenship education |
ISBN-10 | 3-319-95059-2 / 3319950592 |
ISBN-13 | 978-3-319-95059-4 / 9783319950594 |
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