Innovative Technologies and Learning -

Innovative Technologies and Learning

7th International Conference, ICITL 2024, Tartu, Estonia, August 14–16, 2024, Proceedings, Part I
Buch | Softcover
XIII, 333 Seiten
2024 | 2024
Springer International Publishing (Verlag)
978-3-031-65880-8 (ISBN)
70,61 inkl. MwSt
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The two-volume set LNCS 14785 and 14786 constitutes the refereed post-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 from 131 submissions. They were organized in topical sections as follows:

Part One : Artificial Intelligence in Education; Computational Thinking in Education; Design and Framework of Learning Systems and Pedagogies to Innovative Technologies and Learning.

Part Two : STEM/STEAM Education; VR/AR/MR/XR in Education; and Application and Design of Generative Artificial Intelligence in Education.

.- Artificial Intelligence in Education.

.- Investigating the Impact of Integrating Prompting Strategies in ChatGPT on Students Learning Achievement and Cognitive Load .

.- Tutor-bot: A Question-Answering Educational Robot based on Deep Learning.

.- Capacity for the Usage of Disruptive Technologies in Higher Education.

.- Enhancing ChatGPT in POE Inquiry Learning for STEM Education to Improve Critical Thinking Skills.

.- Personalisation is Not Guaranteed: The Challenges of Using Generative AI for Personalised Learning.

.- ChatGPT Assessment Design for Postgraduate Students.

.- Insights into Precision Education through Multimodal Learning Analytics in STEM Education.

.- Investigating the Acceptance of Large Language Model Technology on Nursing Interviews among Nurse-Interns.

.- Computational Thinking in Education.

.- Effects of Computational Thinking and Collaborative Project-Based Learning on Student Attitudes Toward Learning: A Design and Implementation Study.

.- Empowering Visual Programming and Motor Board Instruction in STEAM Education: Integrating Computational Thinking and Scaffolding Learning for Improving Learning Performance and Engagement of Students.

.- Computational thinking and creative programming activities enhance the information literacy of freshmen.

.- Design and Framework of Learning Systems.

.- Exploring learning in basic logic using stored Log Data and Exam Data.

.- Sequence analysis as a tool for visualizing students' patterns of taking tests in interactive E-Book environment.

.- Exploring Collaborative Learning Constructs in the Metaverse: A Pilot Study.

.- A Study on the Current Situation, Problems and Needs Assessment for Development of Adaptive Digital Technology System for Testing Information and Communication Technology Competency & Digital Literacy Skills for Teacher and Administrator.

.- Pedagogies to Innovative Technologies and Learning.

.- On portfolio assessment, group work, and quasi-anonymization: What structural information do anonymized reports reveal?.

.- Developing Reading Literacy with Digital Texts.

.- Exploring the Relationship Between Collaborative Learning Factors and Perceived Learning.

.- Artificial Intelligence Literacy to Enhance Teacher Critical Thinking.

.- ERP logs and its use for Process Mining student learning purposes.

.- Digital discussion game on values: development, use and possibilities for measuring its functionality.

.- Strategies in Digital Child Protection.

.- Exploring Teaching Experiences in Technology and Engineering MOOCs with High Enrollments in Medium Sized Public Universities.

.- Exploring the Impact of the Pingtung Wannian River Basin Educational App on the Learning Motivation of Upper Elementary Students: An Analysis Based on the Technology Acceptance Model.

.- Exploring the Integration of Phenomenon-based Learning Approach in Programming and Critical Thinking Intent.

.- The Effect of Integrating Task Scaffolding into Make Code Arcade With WiFiBoy on Students' Learning Moti vation, Cooperative Tendency, and Altruistic Behaviors in Programming Learning.

.- The Impact of Prior Knowledge on the Motivation and Effectiveness of Using the English Sentence Rearrangement Practice System.

.- Collaborative Problem-solving on Learning Performance in Simulation-based Learning: A Quasi-experimental Study.

.- Extracting the Semantic Representation of Chinese-Japanese Homophones with Word2Vec for Teaching Chinese as a Second/Foreign Language.

.- Does the PBL Teaching Strategy Suit Higher Education Students with Disabilities? Exploring Financial Literacy Education: Based on PjBL and PmBL.

.- Effects of ASQ-based E-books on Nursing Students' Learning Performance.

.- CD-ROM in Chinese Character Education: Streamlining Material Complication with Multi-level Features.

.- Embodied learning - are we losing it?.

.- Cultivating Critical Thinking: A Competitive, Web-Enhanced Gaming Experience.

Erscheint lt. Verlag 25.8.2024
Reihe/Serie Lecture Notes in Computer Science
Zusatzinfo X, 350 p.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Themenwelt Informatik Theorie / Studium Künstliche Intelligenz / Robotik
Schlagworte Artificial Intelligence • Collaborative Learning • computational Science and engineering education • computational thinking • computer-assisted instruction • Computer engineering education • Computer supported cooperative work • computing education • Curricula • distance learning E-learning • Education • E-Learning • Engineering • Informal Education • information science education • Information Technology Education • Interactive Learning Environments • K-12 education • Learning Management Systems • student assessment
ISBN-10 3-031-65880-9 / 3031658809
ISBN-13 978-3-031-65880-8 / 9783031658808
Zustand Neuware
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