Learning Technologies and Systems 21st International Conference on Web-Based Learning, ICWL 2022, and 7th International Symposium on Emerging Technologies for Education, SETE 2022, Tenerife, Spain, November 21–23, 2022, Revised Selected Papers /

This book constitutes the refereed conference proceedings of the 21st International Conference on Web-Based Learning, ICWL 2022 and 7th International Symposium on Emerging Technologies for Education, SETE 2022, held in Tenerife, Spain in November 21–23, 2022. The 45 full papers and 5 short papers in...

Descripció completa

Guardat en:
Dades bibliogràfiques
Autor corporatiu: SpringerLink (Online service)
Altres autors: González-González, Carina S. (Editor), Fernández-Manjón, Baltasar (Editor), Li, Frederick (Editor), García-Peñalvo, Francisco José (Editor), Sciarrone, Filippo (Editor), Spaniol, Marc (Editor), García-Holgado, Alicia (Editor), Area-Moreira, Manuel (Editor), Hemmje, Matthias (Editor), Hao, Tianyong (Editor)
Format: Electrònic eBook
Idioma:anglès
Publicat: Cham : Springer International Publishing : Imprint: Springer, 2023.
Edició:1st ed. 2023.
Col·lecció:Lecture Notes in Computer Science, 13869
Matèries:
Accés en línia:https://doi.org/10.1007/978-3-031-33023-0
Etiquetes: Afegir etiqueta
Sense etiquetes, Sigues el primer a etiquetar aquest registre!
Taula de continguts:
  • ICWL 2022. International Conference on Web-based Learning
  • Digital Divide, Local and Global? Surveying Augmented Reality Educational Usage in Europe and South America
  • Gamifying Experiential Learning Theory
  • The Learning Analytics System that improves the teaching-learning experience of MOOC instructors and students
  • Intelligent Instructional Design via Interactive Knowledge Graph Editing
  • A two-step process for analysing teacher’s behaviors using a scenario-based platform
  • New digital tools to teach soft skills and sustainability for the labor market: gamification as a tool for competency acquisition in realistic contexts
  • Pocket English Master – Language Learning with Reinforcement Learning, Augmented Reality and Artificial Intelligence
  • : The design of an adaptive tool supporting formative assessment in data science courses
  • Serious games for social problems
  • Contextual Ontology-based Feature Selection for Teachers
  • Automated Assessment in Computer Science: A Bibliometric Analysis of the Literature
  • Can Educators Develop Digital Role-Playing Games?
  • Constructing Low-Redundant and High-Accuracy Knowledge Graphs for Education
  • Extracting the Language of the Need for Urgent Intervention in MOOCs by Analysing Text Posts
  • Challenges in the Implementation of Web Based Digital Content Repository for Teachers in Bulgaria
  • Providing Meaningful Digital Competence Assessment Feedback for Supporting Teachers Professional Development
  • An Intelligent Chatbot Supporting Students in Massive Open Online courses
  • Using a MOOC to Train Teachers to Design and Deliver MOOCs
  • Designing a Game-Based Learning Environment for College students’ campus learning
  • Towards a Metaverse of Knowledge: A Constructivist Proposition on Immersive Learning and Visual Literacy
  • SETE 2022. International Symposium on Emerging Technologies for Education
  • Acceptance evaluation of a serious game to address gender stereotypes in Mexico
  • Learning experience design with Maker Education
  • Mobile English Learning: A Meta-analysis
  • 360° Tour as an Interactive Tool for Virtual Laboratories: A Proposal
  • Wearable Devices for Smart Education Based on Sensing Data: Methods and Applications
  • The Use of Verbs in International Chinese Language Education
  • A tangible learning application from the 3D printer for the practical teaching of meat cutting in inclusive vocational education
  • A New World of Open Space: Reflections and Perspectives of Chinese scholars on the digital transformation of education and future education research
  • Game-based co-creation method for children and adolescents with medical complex disease
  • A Deep Learning System to Help Students Build Concept Maps
  • Flexible heuristics for supporting recommendations within an AI platform aimed at non-expert users
  • The 5th International Workshop on Educational Technology for Language Learning (ETLL 2022)
  • Grammatical Strategies for Clause Combining and the Acquisition by Chinese EFL Learners
  • Corpus-Based Sociolinguistic Study of Undergraduate English Writing and Its Implications for Business English Teaching
  • Learner Portrait in Hybrid English Listening and Speaking Courses
  • Conceptualizing a Gamified Flipped Model for English as Second-Language Classes in Secondary Schools: A Comparative Study between Different Age Groups
  • Using Video Dubbing to Foster EFL College Students' English News Broadcasting Ability
  • The 6th International Symposium on User Modeling and Language Learning (UMLL 2022)
  • Exploring Learning Engagement of Higher Vocational College Students in MALL
  • Flipped data science classrooms with peer instruction and just-in-time teaching: students’ perceptions and learning experiences
  • Using vicarious learning feedback videos as self-directed learning resources in a LMOOC context
  • Blended Learning Approach in English Teaching: Effectiveness and Challenges
  • Digitalization in Language and Cross-Cultural Education
  • The Structure of Motivation in Online Translation Learning and the Role of L2 Motivation Self System
  • Transediting of Children’s Literature in the Age of Technology
  • A Study on Knowledge Network Acceptability Facilitated by a Computer-Aided Translation Learning Platform
  • On the Design of Computer-Aided Translation Teaching
  • The Visualizing and Transferring of Communicative Rhetorical Modelling in Active Reading-Writing Teaching Based on Cognitive Apprenticeship: Case Analyses Facilitated by Rain-classroom and Pigai.org
  • An Empirical Study on Knowledge-Network-Based Translation Learning
  • Designing Blended Learning Model for Medical English Course Based on POA
  • Application of the Formative Assessment Model in College English Course Assisted byDigital Platforms---Taking HFUT as an Example
  • Translation Skills Training Through In-Depth Analysis: With Special Reference to Online Self-Learning on Textwells
  • 1st Workshop on Hardware and software systems as enablers for lifelong learning (HASSELL)
  • A Theoretical Framework for Computer Vision Learning Environment.