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...
Συγγραφή απο Οργανισμό/Αρχή: | |
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Άλλοι συγγραφείς: | |
Μορφή: | Ηλεκτρονική πηγή Ηλ. βιβλίο |
Γλώσσα: | English |
Έκδοση: |
Cham :
Springer International Publishing : Imprint: Springer,
2018.
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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. .