000 06469nam a22006135i 4500
001 978-3-031-65884-6
003 DE-He213
005 20251030112639.0
007 cr nn 008mamaa
008 240720s2024 sz | s |||| 0|eng d
020 _a9783031658846
_9978-3-031-65884-6
024 7 _a10.1007/978-3-031-65884-6
_2doi
050 4 _aLB1028.43-1028.75
072 7 _aJNV
_2bicssc
072 7 _aEDU039000
_2bisacsh
072 7 _aJNV
_2thema
245 1 0 _aInnovative Technologies and Learning
_h[electronic resource] :
_b7th International Conference, ICITL 2024, Tartu, Estonia, August 14–16, 2024, Proceedings, Part II /
_cedited by Yu-Ping Cheng, Margus Pedaste, Emanuele Bardone, Yueh-Min Huang.
250 _a1st ed. 2024.
264 1 _aCham :
_bSpringer Nature Switzerland :
_bImprint: Springer,
_c2024.
300 _aXVIII, 259 p. 100 illus., 88 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aLecture Notes in Computer Science,
_x1611-3349 ;
_v14786
505 0 _a -- 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.
520 _aThe 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 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.
650 0 _aEducation
_xData processing.
650 0 _aComputer engineering.
650 0 _aComputer networks .
_960157
650 0 _aApplication software.
650 0 _aArtificial intelligence.
_958441
650 1 4 _aComputers and Education.
650 2 4 _aComputer Engineering and Networks.
650 2 4 _aComputer and Information Systems Applications.
650 2 4 _aArtificial Intelligence.
_958441
700 1 _aCheng, Yu-Ping.
_eeditor.
_0(orcid)0000-0001-8778-9777
_1https://orcid.org/0000-0001-8778-9777
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_980938
700 1 _aPedaste, Margus.
_eeditor.
_0(orcid)0000-0002-5087-9637
_1https://orcid.org/0000-0002-5087-9637
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_980939
700 1 _aBardone, Emanuele.
_eeditor.
_0(orcid)0000-0001-9038-2580
_1https://orcid.org/0000-0001-9038-2580
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_980940
700 1 _aHuang, Yueh-Min.
_eeditor.
_0(orcid)0000-0001-7052-1272
_1https://orcid.org/0000-0001-7052-1272
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_980941
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031658839
776 0 8 _iPrinted edition:
_z9783031658853
830 0 _aLecture Notes in Computer Science,
_x1611-3349 ;
_v14786
856 4 0 _uhttps://doi.org/10.1007/978-3-031-65884-6
912 _aZDB-2-SCS
912 _aZDB-2-SXCS
912 _aZDB-2-LNC
999 _c61767
_d61767