標(biāo)題: Titlebook: Learning in a Digital World; Perspective on Inter Paloma Díaz,Andri Ioannou,J. Michael Spector Book 2019 Springer Nature Singapore Pte Ltd. [打印本頁] 作者: Intimidate 時間: 2025-3-21 17:21
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作者: prosthesis 時間: 2025-3-22 00:05 作者: 政府 時間: 2025-3-22 03:33 作者: Receive 時間: 2025-3-22 07:41
Yun Wen,Chee-Kit Looieisten m?chte. Beide Wünsche h?ngen ja aufs innigste zusammen; denn wie nur der dem Vaterland recht dienen kann, der zu pers?nlicher Tüchtigkeit ausgwachsen ist, so ist hinwiederum eines Mannes Glück erst voll, wenn er an dem Gesamtleben seines Volkes f?rdernden Anteil nimmt. Heute aber, am Schlu? e作者: Tincture 時間: 2025-3-22 09:00
Kalliopi-Evangelia Stavroulia,Maria Christofi,Telmo Zarraonandia,Despina Michael-Grigoriou,Andreas Leisten m?chte. Beide Wünsche h?ngen ja aufs innigste zusammen; denn wie nur der dem Vaterland recht dienen kann, der zu pers?nlicher Tüchtigkeit ausgwachsen ist, so ist hinwiederum eines Mannes Glück erst voll, wenn er an dem Gesamtleben seines Volkes f?rdernden Anteil nimmt. Heute aber, am Schlu? e作者: 旁觀者 時間: 2025-3-22 15:49 作者: 會犯錯誤 時間: 2025-3-22 19:28
Scott W. Brown,Kimberly A. Lawlessoft nur die Bedeutung von Versatzstücken haben. Es erhebt sich die Frage, wie das Altertum in diesen Bildern gesehen ist. Ein hierhin geh?riges Ph?nomen hat zuerst A. Warburg aufgezeigt an einem eher ausgefallenen Motiv, n?mlich flatternden Haaren und Gew?ndern.. In einem Aufsatz von 1893 wies er de作者: ACRID 時間: 2025-3-22 23:10 作者: conceal 時間: 2025-3-23 04:25
Learning in a Digital World: An Introduction,ng so, the book is expected to shed light and raise academic discussions on the interplay of interactive media and learning in formal, non-formal, and informal educational settings—how learning gains emerge and are documented, and how the use of interactive media relates to important behavioral, mot作者: Breach 時間: 2025-3-23 08:41
Prompting Deep Learning with Interactive Technologies: Theoretical Perspectives in Designing Interaarning resources and learning environments that integrate interactive technologies in ways that support learners in making meaningful content connections. This set of guidelines was drawn from a synthesis of overlapping tenets defined in generative learning, cognitive-flexibility, and reflection the作者: Accrue 時間: 2025-3-23 11:27
Creating Dialectics to Learn: Infrastructures, Practices, and Challenges,comes. With respect to (1), we are studying the online debate community Kialo.com. The Kialo community addresses a wide range of topics and is actively developing community practices for dialectical knowledge collaboration. With respect to (2), we have investigated Piazza.com, Kialo.com, Canvas.com,作者: 翻布尋找 時間: 2025-3-23 14:06
A Broad View of Wearables as Learning Technologies: Current and Emerging Applications,and ongoing work with wearables are given as examples of how human and other animal bodily experiences can be harnessed to support learning. Future directions and considerations for educational technologists are discussed.作者: pulmonary 時間: 2025-3-23 21:23 作者: abnegate 時間: 2025-3-24 00:48 作者: 情感脆弱 時間: 2025-3-24 05:10
Designing Learning Activities Using Different Augmented Reality Applications for Different Learningngs and improvements that could be done to further improve each application’s design. With the collaboration with elementary schoolteachers throughout these two research, a discussion on key items in the process of selecting the usage of different augmented reality applications in designing learning作者: 鈍劍 時間: 2025-3-24 09:40 作者: 饒舌的人 時間: 2025-3-24 11:09 作者: Allure 時間: 2025-3-24 18:19 作者: Lymphocyte 時間: 2025-3-24 19:33 作者: 排名真古怪 時間: 2025-3-25 00:34
Book 2019 and the challenges that interactive technology imposes. This guidance is based on practical experiences gathered through developing and integrating them into varied educational settings.?It compiles experiences gained with various interactive technologies, offering a comprehensive perspective on th作者: Urea508 時間: 2025-3-25 03:23
The ,: Design Principles for Embodied VR and Active Stem Education,when a 2D tablet game is transformed into a 3D immersive VR lesson. The second example optimizes the new generation of hand controllers in VR and uses constructivism as the primary design foundation. The chapter ends with a set of optimal design principles for immersive VR in STEM education. The most important are called the Necessary Nine.作者: 彎曲的人 時間: 2025-3-25 08:21 作者: FANG 時間: 2025-3-25 15:35
Review of Augmented Reality in Education: Situated Learning with Digital and Non-digital Resources, learning theories that can be used to inform the design and to predict learning effectiveness in an augmented reality environment where the virtual and the real intertwined? And (2) how can AR be effectively used to promote intentional deep learning?作者: 騙子 時間: 2025-3-25 17:48
Teaching Technology Design: Practicing Teachers Designing Serious Educational Games,l Games (SEGs) (Annetta, .), this chapter illustrates how teaching and learning design changes how teachers think. It is the ultimate goal that this change in teachers’ design thinking will enable teachers to transfer their approach to their students so their students learn to design using technologies beyond just Serious Educational Games.作者: Cuisine 時間: 2025-3-25 20:50 作者: impaction 時間: 2025-3-26 02:35
Promoting Online Learning Community with Identity Transparency, discuss our findings from multiple standpoints, offering design implications that might help designers of information systems to support socially mediated learning experiences, especially with regards to online students’ identity cues.作者: 組裝 時間: 2025-3-26 04:32 作者: 使腐爛 時間: 2025-3-26 10:19 作者: 勉強 時間: 2025-3-26 16:19 作者: micronutrients 時間: 2025-3-26 18:33 作者: negligence 時間: 2025-3-26 22:10 作者: 袋鼠 時間: 2025-3-27 01:58 作者: Breach 時間: 2025-3-27 06:21 作者: mighty 時間: 2025-3-27 09:27 作者: Forage飼料 時間: 2025-3-27 14:02 作者: Introduction 時間: 2025-3-27 18:31
Scott W. Brown,Kimberly A. LawlessVorbildern ausgegangen sind. Dieser Gesichtspunkt erfa?t jedoch nur einen kleinen Ausschnitt der Erscheinung. Das Bild, das die Renaissance vom Altertum entwirft, ist nicht gleich der Summe der bekannten antiken überlieferung, sondern beruht auf einer allgemeineren Vorstellung, einer Vision der Anti作者: flutter 時間: 2025-3-27 22:50 作者: 心胸狹窄 時間: 2025-3-28 03:18
Learning in a Digital World: An Introduction,hile the interplay of technology and learning may be difficult to fully unfold, current evidence suggests that technological innovations have an important effect on learning, engagement, and achievement in all educational settings—formal, non-formal, and informal. This book compiles contemporary and作者: fertilizer 時間: 2025-3-28 09:53 作者: 江湖郎中 時間: 2025-3-28 10:41 作者: 商議 時間: 2025-3-28 15:14
Supporting Learning in Educational Games: Promises and Challenges,ls, and persistence). However, there are challenges to overcome before using these games more broadly in educational settings. One challenge involves identifying effective, theoretically based learning supports that do not reduce the fun/engagement inherent in gameplay. In our chapter, we focus on t作者: 分離 時間: 2025-3-28 20:37
The ,: Design Principles for Embodied VR and Active Stem Education,e learning associated with movement/gestures in a three-dimensional virtual world. The chapter highlights several theories supporting embodied education and two examples of mediated STEM lessons which have been designed to maximize active learning. The first example explores the journey of redesign 作者: 小口啜飲 時間: 2025-3-29 02:56
A Broad View of Wearables as Learning Technologies: Current and Emerging Applications,veys a number of recent and current wearable technology projects in the educational technology, learning sciences, and human-computer interaction literatures to illustrate the diversity of wearable technologies. It also identifies some regularities in how various forms of wearables are being deploye作者: 注意力集中 時間: 2025-3-29 03:11 作者: 表示向前 時間: 2025-3-29 07:52 作者: 信任 時間: 2025-3-29 14:37
Review of Augmented Reality in Education: Situated Learning with Digital and Non-digital Resources, mobile devices as well as paper-based systems. We hope the review can illuminate further discussion by addressing two key questions: (1) what are the learning theories that can be used to inform the design and to predict learning effectiveness in an augmented reality environment where the virtual a作者: Absenteeism 時間: 2025-3-29 18:06
Virtual Reality Environments (VREs) for Training and Learning,ity Environments (VREs) realistic world situations are simulated, facilitating the transfer of the knowledge and skills gained within the virtual world to the real one. In this chapter, we provide a review of several advantages of using VR technology in education and training. In addition, we examin作者: SOBER 時間: 2025-3-29 21:27 作者: flex336 時間: 2025-3-30 03:17
Designing Learning Activities Using Different Augmented Reality Applications for Different Learningmation into the real-life environment. With better simulation and presentation, this had improved students’ engagement in the learning process, resulting in a better learning experience and learning performance for students. In this chapter, two research involved in applying and designing different 作者: Supplement 時間: 2025-3-30 05:12
Teaching Technology Design: Practicing Teachers Designing Serious Educational Games,nt practices of design thinking in education. In a study of practicing K-12 science and instructional technology teachers designing Serious Educational Games (SEGs) (Annetta, .), this chapter illustrates how teaching and learning design changes how teachers think. It is the ultimate goal that this c作者: Venules 時間: 2025-3-30 09:32
,Student and Teacher’s Perceptions Toward the in-Game Card as Educational Reward (ICER) Moodle Plugifor teachers. The research team develops the In-game Card as Educational Reward (ICER) Moodle plugin to help teachers to easily set up the criteria of awarding based on the students’ performance in learning activities on Moodle. To understand teachers and students’ intention of using ICER Moodle plu作者: 可忽略 時間: 2025-3-30 15:47 作者: 行業(yè) 時間: 2025-3-30 16:41
Design a Collaborative Visualization-Based Learning System for Problem-Solving to Transform the Clacosystem. To investigate its effectiveness, two cases integrated with semantic diagram tool were designed, implemented, and analyzed. In the first case, the flow of interaction between teacher and students under the mediation of semantic diagram tool was investigated, with discourse analysis from th作者: 出汗 時間: 2025-3-30 23:33 作者: 破譯密碼 時間: 2025-3-31 03:18 作者: Circumscribe 時間: 2025-3-31 05:42
978-981-13-8267-3Springer Nature Singapore Pte Ltd. 2019作者: lymphoma 時間: 2025-3-31 09:17 作者: Costume 時間: 2025-3-31 13:22 作者: 遭遇 時間: 2025-3-31 19:41