Innovative Technologies and Learning: 7th International Conference, ICITL 2024, Tartu, Estonia, August 14–16, 2024, Proceedings, Part II

Author:   Yu-Ping Cheng ,  Margus Pedaste ,  Emanuele Bardone ,  Yueh-Min Huang
Publisher:   Springer International Publishing AG
Edition:   2024 ed.
Volume:   14786
ISBN:  

9783031658839


Pages:   259
Publication Date:   21 July 2024
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
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Innovative Technologies and Learning: 7th International Conference, ICITL 2024, Tartu, Estonia, August 14–16, 2024, Proceedings, Part II


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Overview

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 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.

Full Product Details

Author:   Yu-Ping Cheng ,  Margus Pedaste ,  Emanuele Bardone ,  Yueh-Min Huang
Publisher:   Springer International Publishing AG
Imprint:   Springer International Publishing AG
Edition:   2024 ed.
Volume:   14786
ISBN:  

9783031658839


ISBN 10:   3031658833
Pages:   259
Publication Date:   21 July 2024
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

.- 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.

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