Proceedings of TEEM 2023 The Eleventh International Conference on Technological Ecosystems for Enhancing Multiculturality / [electronic resource] :
edited by José Alexandre de Carvalho Gonçalves, José Luís Sousa de Magalhães Lima, João Paulo Coelho, Francisco José García-Peñalvo, Alicia García-Holgado.
- 1st ed. 2024.
- XXIV, 1512 p. 458 illus., 403 illus. in color. online resource.
- Lecture Notes in Educational Technology, 2196-4971 .
- Lecture Notes in Educational Technology, .
Computational thinking and robotics in education -- Engineering Education: Teachers’ and Students’ Competences Recent Developments -- Technological Applications in Medical Training and Practice -- Implementation of Qualitative and Mixed Methods Researches -- Bridging the diversity gap in STEM -- Lab-based Education in STEM -- Identity, technology and education. Identity construction processes in hyperconnected ecosystems -- Gamification and Games for Learning (GAMILEARN) -- Smart Learning -- Communication, Education and Social Media -- Educational Assessment and Guidance -- Advances on Sustainable Development in Higher Education -- Educational Innovation -- New trends in mechatronics engineering education -- Those were the days! Looking back at Ten Years of Learning Analytics at TEEM -- Doctoral Consortium.
This proceedings volume presents outstanding advances, with a multidisciplinary perspective, in the technological ecosystems that support Knowledge Society building and development. With its learning technology-based focus using a transversal approach, TEEM is divided into thematic and highly cohesive tracks, each of which is oriented to a specific community of interest, including researchers, professionals and students. Informatics and Education are the central issues in the conference tracks, including broad-scope research areas, such as Educational Assessment and Orientation, Human-Computer Interaction, eLearning, Computers in Education, Communication Media and Education, Medicine and Education, Learning Analytics, Engineering Education, Robotics in Education, Mechatronics, Diversity in Education, Gamification and Games for Learning.