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Titlebook: Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions; First International Alexandra Ioana Cristea,Ig Ibert Bit

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樓主: Monsoon
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發(fā)表于 2025-3-23 13:28:58 | 只看該作者
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發(fā)表于 2025-3-23 20:09:15 | 只看該作者
Higher Education in the Amazon: Challenges and Initiativesn two different scenarios: the Capital and the rural areas. For the capital, the authors began a large-scale program to address three aspects: (i) reducing student dropouts; (ii) enlarging the reachable community; (iii) offering different levels of knowledge. Four different learning activities were
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發(fā)表于 2025-3-23 23:47:18 | 只看該作者
Helping MOOC Teachers Do Their Job that implements it, to guide pedagogical decision-making in online learning environments. Our proposal is based on decision-making informed by educational data and data visualization, with the assistance of an authoring system to promote cooperation between artificial intelligence and human intelli
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發(fā)表于 2025-3-24 02:56:31 | 只看該作者
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發(fā)表于 2025-3-24 06:34:06 | 只看該作者
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發(fā)表于 2025-3-24 11:21:40 | 只看該作者
Coupling Cultural Context to a User Model of Adaptive E-Learning: Fundamentals, Approach and Experim group of 65 students of three different countries to evaluate their satisfaction in the culture-oriented adaptation provided by the system. Based on the data of the participants, the results suggest that the culturally adapted interface has more participant satisfaction than the non-cultural one.
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發(fā)表于 2025-3-24 16:39:11 | 只看該作者
Improving the Metacognitive Ability of Knowledge Monitoring in Computer Learning Systemsng provided by the APA encourages learners to reflect on their knowledge and has its content and frequency of intervention adapted to the characteristics of each student. Results from evaluations with seventh and eighth grade students supported the hypothesis that students who receive the training i
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發(fā)表于 2025-3-24 20:15:11 | 只看該作者
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發(fā)表于 2025-3-25 01:58:00 | 只看該作者
Using Ontology and Gamification to Improve Students’ Participation and Motivation in CSCLnd how it is used to gamify CL scenarios. We demonstrate the effectiveness of this approach to deal with the motivation problem through an empirical study in which the students enrolled in the introduction to computer Science course at the university of S?o Paulo participated in either non-gamified
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