Innovative Technologies and Learning 7th International Conference, ICITL 2024, Tartu, Estonia, August 14–16, 2024, Proceedings, Part II /
The two-volume set LNCS 14785 and 14786 constitutes the refereed conference proceedings of the 7th International Conference on Innovative Technologies and Learning, ICITL 2024, Tartu, Estonia, during August 14 -16, 2024. The 60 full papers included in this book were carefully reviewed and selected f...
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| Autor corporatiu: | |
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| Altres autors: | , , , |
| Format: | Electrònic eBook |
| Idioma: | anglès |
| Publicat: |
Cham :
Springer Nature Switzerland : Imprint: Springer,
2024.
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| Edició: | 1st ed. 2024. |
| Col·lecció: | Lecture Notes in Computer Science,
14786 |
| Matèries: | |
| Accés en línia: | https://doi.org/10.1007/978-3-031-65884-6 |
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Taula de continguts:
- -- STEM/STEAM Education.
- The Relationship between Research Productivity and Teaching Effectiveness.
- Teaching Postgraduate Students User Experience Evaluation Through Eye Tracking Technology: An Experiential Learning Approach.
- Exploring the Impact of Digital Building Blocks on Spatial Self-Efficacy in Adults of Different Genders.
- A study on elementary school students in the middle grades using mBot robot cars explore local communities in an interdisciplinary curriculum.
- Play My Math: Second development cycle of an EdTech tool supporting the teaching and learning of fractions through music in algebraic notation.
- Virtual Game on Everyday Statistics.
- VR/AR/MR/XR in Education.
- Immersive Learning Environments: Fostering Self-Directed Learning in Junior High School Students through Virtual Tours.
- Designing an AR e-book to support STEAM education.
- Applying the POEC Teaching Strategy to Virtual Reality Teaching Activities: A Case Study.
- The Empirical Research on the Impact of Applying VR Technology to Students' Skill Learning in Machining Processing Courses on Questionnaire Evaluation.
- Creating a virtual and physical learning environment for business management students - integrating AR and STEM teaching strategies.
- Effects of an Augmented Reality University Drug Prevention Board Game on University Students' Gaming Anxiety and Flow Experience.
- Exploring Virtual Collaboration Platforms for Product Design Courses: A Preliminary Evaluation Study.
- The impact of feedback mechanism in VR learning environment.
- Application and Design of Generative Artificial Intelligence in Education.
- Students’ Perceptions of Study Efficacy, Effectiveness, and Efficiency: Effects of Voice assistant Use.
- Bridging Literature and Code: Empowering Students to Explore Digital Humanities through Generative AI.
- Enhancing Python Learning through Retrieval-Augmented Generation: A Theoretical and Applied Innovation in Generative AI Education.
- Use of taxonomy in planning teaching activities in higher education.
- The Impact of Integrating AI Chatbots and Microlearning into Flipped Classrooms: Enhancing Students' Motivation and Higher-Order Thinking Skills.
- GAI-assisted personal discussion process analysis.
- Enhancing Engagement and Motivation in English Writing through AI: The Impact of ChatGPT-Supported Collaborative Learning.
- Designing Social Robots for Learning: HRI Participatory Design Workshop.
- Investigating the driving factors of the use of generative AI among college students.
- AI in Teacher Education: Introductory Training for PreService Teachers involving Microsoft Copilot.
- Bridging STEM Education and Ubiquitous Learning: A Case Study on Developing a LINE Chatbot with Google's Gemini for Virtual Peer Collaboration.
- Leveraging OpenAI API for Developing a Monopoly Game-Inspired Educational Tool Fostering Collaborative Learning and Self-Efficacy.