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Titlebook: Learning and Collaboration Technologies. Learning and Teaching; 5th International Co Panayiotis Zaphiris,Andri Ioannou Conference proceedin

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書目名稱Learning and Collaboration Technologies. Learning and Teaching
副標(biāo)題5th International Co
編輯Panayiotis Zaphiris,Andri Ioannou
視頻videohttp://file.papertrans.cn/583/582865/582865.mp4
叢書名稱Lecture Notes in Computer Science
圖書封面Titlebook: Learning and Collaboration Technologies. Learning and Teaching; 5th International Co Panayiotis Zaphiris,Andri Ioannou Conference proceedin
描述.This two-volume set LNCS 10924 and 10925 constitute the refereed proceedings of the 5.th. International Conference on Learning and Collaboration Technologies, LCT 2018, held as part of the 20.th.International Conference on Human-Computer Interaction, HCII 2018, inLas Vegas, NV, USA in July 2018. The 1171 papers presented at HCII 2018conferences were carefully reviewed and selected from 4346 submissions..The papers cover the entire field of human-computer interaction,addressing major advances in knowledge and effective use of computers ina variety of applications areas. The papers in this volume areorganized in the following topical sections: designing and evaluatingsystems and applications, technological innovation in education,learning and collaboration, learners, engagement, motification, andskills, games and gamification of learning, technology-enhanced teachingand assessment, computing and engineering education.?
出版日期Conference proceedings 2018
關(guān)鍵詞education; e-learning; Human-Computer Interaction (HCI); artificial intelligence; computer aided instruc
版次1
doihttps://doi.org/10.1007/978-3-319-91152-6
isbn_softcover978-3-319-91151-9
isbn_ebook978-3-319-91152-6Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightSpringer Nature Switzerland AG 2018
The information of publication is updating

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Study on the Attitude of Young People Towards Technologyber of laggards. We have also found a significant difference in the time of adoption of a new technology depending on the area of knowledge of the students’ courses (engineering and architecture students adopt technologies earlier than social science students) but there are no statistically signific
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Improving the Professional Competencies of Architect Studentse of the aforementioned LOs. This is fundamental in the development of deeper learning as it ensures the comprehension, retention and transfer of content being learnt, and, as such, facilitates the acquisition of competencies in the subject area of Architectural Graphic Expression.
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Classroom Gamification: Merging Game Design Theory and Behavior Analysis for Increased Engagementtheory, then had the model critiqued by a professional behavior analyst using a behavior analytic framework. With the inclusion of behavior analytic research and video game design theory, our goal with this paper is to analyze classroom engagement of college age neurotypical students who are attendi
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Slayers vs Slackers: An Examination of Users’ Competitive Differences in Gamified IT Platforms Basedbsorption in a competitive fitness context, by examining the effect of users’ competitive and engagement characteristics. We propose that considering individual competitive differences as well as providing a meaningful immersive experience can enhance IS platform design and have practical results re
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Gamification with Lego in Higher Education: Experience in the Course of Logistic Distributionious engineering areas. The gamification also makes possible a collaborative approach and the use of technology in Education. The use of technologies within gamification will make the game even more attractive. The result was very positive because the students were able to understand that it is poss
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