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Titlebook: Learning and Collaboration Technologies. Technology in Education; 4th International Co Panayiotis Zaphiris,Andri Ioannou Conference proceed

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41#
發(fā)表于 2025-3-28 18:40:08 | 只看該作者
Augmentative and Alternative Communication in the Literacy Teaching for Deaf Childrening strategies as communication boards. Taking in account previous works, we propose a communication board for deaf children using the teaching method Fitzgerald Key’s, which we make use of a physic board and technology as an alternative that the child can interact in a real environment and virtual using physic elements and augmented reality.
42#
發(fā)表于 2025-3-28 21:01:43 | 只看該作者
A Model for Collaboration in Virtual Worlds Bringing Together Cultures in ConflictJewish children in Israel and follows the development of the pedagogical model through the stages of collaborative learning. The stages move from learning about one another and carrying out joint assignments through a social network to meeting in virtual worlds and designing the interior of a joint home and “l(fā)iving” there throughout the year.
43#
發(fā)表于 2025-3-29 01:16:39 | 只看該作者
Using Augmented Reality Interactive System to Support Digital Electronics Learningdents develop solid underlying knowledge of how computer works. The topics usually covered Boolean algebra, Logic Gates and etc. Beside Theory, which are being taught in the lectures, practical skill is required by doing the experiments. In the past the digital electronics laboratory is needed for t
44#
發(fā)表于 2025-3-29 04:51:02 | 只看該作者
45#
發(fā)表于 2025-3-29 11:01:58 | 只看該作者
Affective Walkthroughs and Heuristics: Evaluating Minecraft Hour of Coderogramming. In particular, this web-based software uses a spatial model world, where the learner’s programs manipulate the world. We applied the Affective Walkthrough and the Affective Heuristic Evaluation, proposed evaluation methods for affective learning in multimodal educational software. Our fi
46#
發(fā)表于 2025-3-29 13:00:33 | 只看該作者
Fairy Houses: A Creative Engineering Experiencelike those?in Museums. The program?enables students to (1) design and build an edutainment product, (2) gather data to test?their product, and (3) interpret their data. The objective of the project is to create an educational experience for users that shows the potential for creativity within the fi
47#
發(fā)表于 2025-3-29 18:53:25 | 只看該作者
Make World, A Collaborative Platform to Develop Computational Thinking and STEAMWeek take advantage of online platforms like Code.org to reach millions of students through a one-hour introduction to computer science and computer programming. Despite the excellent curricular design of Code.org courses, we believe that learners could benefit from a platform where they can create
48#
發(fā)表于 2025-3-29 23:01:14 | 只看該作者
Manipulation of Mathematical Expressions in Collaborative Environments, been little adoption of tools for online collaboration in post-secondary mathematics education. In this paper, we argue both that this may be due to limitations of mathematical interfaces and that the adoption of collaborative tools may provide significant pedagogical benefits. To date, mathematic
49#
發(fā)表于 2025-3-30 03:27:38 | 只看該作者
50#
發(fā)表于 2025-3-30 04:29:53 | 只看該作者
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