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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Dades bibliogràfiques
Autor corporatiu: SpringerLink (Online service)
Altres autors: Cheng, Yu-Ping (Editor), Pedaste, Margus (Editor), Bardone, Emanuele (Editor), Huang, Yueh-Min (Editor)
Format: Electrònic eBook
Idioma:anglès
Publicat: Cham : Springer Nature Switzerland : Imprint: Springer, 2024.
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.