Technology and Innovation in Learning, Teaching and Education, Kartoniert / Broschiert
Technology and Innovation in Learning, Teaching and Education
- 4th International Conference, TECH-EDU 2024, Abu Dhabi, United Arab Emirates, November 13-15, 2024, Revised Selected Papers, Part I
(soweit verfügbar beim Lieferanten)
- Herausgeber:
- Arsénio Reis, José P. Cravino, Leontios Hadjileontiadis, Paulo Martins, Sofia B. Dias, Sofia Hadjileontiadou, Tassos Mikropoulos
- Verlag:
- Springer, 08/2025
- Einband:
- Kartoniert / Broschiert
- Sprache:
- Englisch
- ISBN-13:
- 9783032026743
- Artikelnummer:
- 12358018
- Umfang:
- 396 Seiten
- Gewicht:
- 598 g
- Maße:
- 235 x 155 mm
- Stärke:
- 22 mm
- Erscheinungstermin:
- 22.8.2025
- Hinweis
-
Achtung: Artikel ist nicht in deutscher Sprache!
Weitere Ausgaben von Technology and Innovation in Learning, Teaching and Education |
Preis |
---|---|
Buch, Kartoniert / Broschiert, Englisch | EUR 82,13* |
Buch, Kartoniert / Broschiert, Englisch | EUR 93,08* |
Klappentext
.- Artificial Intelligence in Education. .- Understanding AI Integration Challenges in Education: A Brief Systematic Literature Review. .- Unlocking the Potential of Large Language Models for AI-Assisted Medical Education: A Case Study with ChatGPT. .- Leveraging Generative Artificial Intelligence for Analyzing Handwritten Chemistry Notes: A chatbot support for Students queries. .- Enhancing Computer Programming Education: Integrating Advanced AI Tools for Challenging Curriculum Projects. .- Artificial Intelligence and Machine Learning in Primary Education: A Case Study in Portugal. .- Improving Teaching with Artificial Intelligence Scaffolding in Physics Education with GPT. .- Integrating Computational Thinking and Artificial Intelligence into Mathematics Education: A Pathway for the 21st Century. .- The Impact of Artificial Intelligence on Flipped and Online Learning. .- Personalization of a learning environment supported by AI for vocational training based on skills required: A research proposal. .- Large Language Models and Intelligent Agents in Education. .- Course design with artificial intelligence agents. .- Emerging Technologies and Learning Environments. .- The Degree of Contribution of Smart Digital learning Platforms to the Development of Entrepreneurship: the KKUx Platform as a Model. .- Arabic-Indonesian Translation Errors: An Analysis of Google Translate for Arabic Language Students. .- Electromagnetic waves all around us. Put your glasses on and sense them. .- Driving Engagement in Learning: Exploring the Impact of an Augmented Reality Mobile Application for Astronomy Education. .- Exploring the impact of modern board game and video game playing frequency on critical thinking. .- Serious Game Design for Green Mobility: A Lean Inception Approach. .- Digital games' instrumental orchestrations to enhance integral calculus learning -- a case study. .- How museums are changing their visitors' experience with new formats and approaches to digital storytelling. .- Teaching Programming with Makey Makey in Lower Secondary School. .- Learning design integrating a gamified Augmented Reality application. .- Towards Meaningful Learning: a Home-Grown Approach to Teaching and Learning in Developing Country. .- EduGenZ: A gamified educational framework for GenZ using affective and immersive technology. .- Taking a Flight with Drones in STEM Education: Benefits, Affordances, Facilitating Factors and Challenges. .- Students as Users of Augmented Reality Glasses: Their Experiences and Perceptions. .- MindOfMine v. 2: Towards a Closed-Loop Serious Game Platform for Personalized Cognitive Enhancement in Mental Disorders. .- Educational Robotics to support Kindergarten Student's Problem-Solving Skills: a case study. .- Guidelines for Using Mixed Reality to Teach STEM Subjects.
