E-Book, Englisch, 343 Seiten, eBook
Reihe: Information Systems and Applications, incl. Internet/Web, and HCI
Zaphiris / Ioannou Learning and Collaboration Technologies: Games and Virtual Environments for Learning
1. Auflage 2021
ISBN: 978-3-030-77943-6
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
8th International Conference, LCT 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II
E-Book, Englisch, 343 Seiten, eBook
Reihe: Information Systems and Applications, incl. Internet/Web, and HCI
ISBN: 978-3-030-77943-6
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
Quiz Tools in Algorithms Courses: Applying Educational Gamification Design Principles and Encouraging Students’ Interaction .- FLCARA: Frog Life Cycle Augmented Reality Game-based Learning Application .- Preschool Children Scientific Concept and Developing their Creativity .- Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game .- Educational Video Game Design for Teaching and Learning Musical Harmony .- A Video Game-Like Approach to Supporting Novices in Learning Programming .- Completeness and Collaboration in the Early Design Phase of Learning Games: Do Ideation Cards Provide Scaffolding? .- Mobile Game-Based Learning in Distance Education: A Mixed Analysis of Learners’ Emotions and Gaming Features .- Tangible Solutions for Learning Basic Math Skills: Exploring Concepts of Emotions and Enaction .- University Student Surveys using Chatbots: Artificial Intelligence Conversational Agents .- An Overview of the Use of Chatbots in Medical and Healthcare Education .- Studying how to Apply Chatbots Technology in Higher-Education: First Results and Future Strategies .- 'Are you OK?' Students' Trust in a Chatbot Providing Support Opportunities .- Usability and User Experience of a Chat Application with Integrated Educational Chatbot Functionalities .- Envisioned Pedagogical Uses of Chatbots in Higher Education and Perceived Benefits and Challenges .- Towards a New Chemistry Learning Platform with Virtual Reality and Haptics .- Effect of Height in Telepresence Robots on the Users' Spatial Awareness .- Driving Success: Virtual Team Building through Telepresence Robots .- Design of Children's Entertainment & Education Products Based on AR Technology .- Heritage Augmented Reality Applications for Enhanced User Experience - A Case Study of AR Videogames for Children at Archeological Site of Empuries, Spain .- EvaluationDesign for Learning with Mixed Reality in Mining Education based on a Literature Review .- Acceptance of Social and Telepresence Robot Assistance in German Households .- Student Response Systems in Remote Teaching .- E-Learning and M-Learning Technological Intervention in Favor of Mathematics .- Teaching Lung Pathology during a Pandemic: Can Further Developments of an Online Quiz Primer Improve the Engagement of Students in a Completely on-Line Delivery? .- How to Asses Empathy during Online Classes .- CodeLab: an Online Laboratory for Learning to Code .- Engaging Students in Online Language Learning during a Pandemic .- The Global Challenge of Designing E-learning Tools for Computational Thinking: a Comparison between East Asia and Scandinavia .- The Effects of the Sudden Switch to Remote Learning Due to Covid-19 on HBCU Students and Faculty .- From Studios to Laptops: Challenges in Imparting Design Education Virtually .- Teaching-Learning in the Industrial Engineering Career in Times of COVID-19 .- Designing Learning Environments in a Digital Time – Experiences in two Different Subjects at NTNU, Norway Autumn 2020 .- Rapid Response to the Needs of ESL Students of a Technical University in the Time of Emergency Covid-19 Transfer to Online Classes: ITMO University Case Study.