Research on e-Learning and ICT in Education Technological, Pedagogical and Instructional Perspectives /

This book is an essential text for researchers and academics seeking the most comprehensive and up-to-date coverage of all aspects of e-learning and ICT in education, providing expanded peer-reviewed content from research presented at the 10th Panhellenic Conference on ICT in Education. The volume i...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Mikropoulos, Tassos Anastasios (Επιμελητής έκδοσης, http://id.loc.gov/vocabulary/relators/edt)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Cham : Springer International Publishing : Imprint: Springer, 2018.
Έκδοση:1st ed. 2018.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
Πίνακας περιεχομένων:
  • Part I: Digital Technologies and Pedagogy
  • Chapter 1: The feasibility and interest of monitoring the cognitive and affective states of groups of co-learners in real time as they learn
  • Chapter 2: Exploring the potential of computer-based concept mapping under self- and collaborative-mode within emerging learning environments
  • Chapter 3: Creativity and ICT: theoretical approaches and perspectives in school education
  • Chapter 4: Exploring teachers' perceptions of Technological Pedagogical and Content Knowledge: Implications of a pilot study in Greece
  • Chapter 5: An ensemble-based semi-supervised approach for predicting students' performance
  • Chapter 6: Addressing creativity in the collaborative design of digital books for Environmental and Math Education
  • Chapter 7: How do transformational principals perceive ICT as a means for promoting 21st century skills? A descriptive case study
  • Part II: Educational Games
  • Chapter 8: The Educational Impacts of Minecraft on Elementary School Students
  • Chapter 9: Mobile games in computer science education: State of the art and proposal of a mobile game design that incorporates physical activity
  • Chapter 10: Exemplifying online game design and exploitation for interdisciplinary teaching in Primary School through the WeAreEurope game for EU citizenship education
  • Chapter 11: Evaluation of an augmented reality game for environmental education: "Save Elli, Save the environment"
  • Part III: Science and Mathematics
  • Chapter 12: Hostage of the Software: Experiences Teaching Inferential Statistics to Undergraduate Human-Computer Interaction students and a Survey of the Literature
  • Chapter 13: Examining Students Actions while Experimenting with a Blended Combination of Physical and Virtual Manipulatives in Physics
  • Chapter 14: The impact of virtual laboratory environments in teaching-by-inquiry electric circuits in Greek Secondary Education: the ElectroLab Project
  • Chapter 15: Tracing Students' Actions in Inquiry-based Simulations
  • Chapter 16: The use of ICT and the Realistic Mathematic Education for understanding simple and advanced stereometry shapes among University students
  • Part IV: Robotics
  • Chapter 17: Learning to program a humanoid robot: Impact on students in special education
  • Chapter 18: E-ProBotLab: design and evaluation of an open educational robotics platform
  • Part V: Higher Education
  • Chapter 19: A software tool to evaluate performance in a higher education institution
  • Chapter 20: Integration of technologies in higher education: Teachers' needs and expectations at UTAD
  • Chapter 21: Virtual environments for vocational training: immersion and user experience in a virtual kitchen. .