Description: Quiz Tools in Algorithms Courses: Applying Educational Gamification Design Principles and Encouraging Students' Interaction.- FLCARA: Frog Life Cycle Augmented Reality Game-based Learning Application.- Preschool Children Scientific Concept and Developing their Creativity.- Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game.- Educational Video Game Design for Teaching and Learning Musical Harmony.- A Video Game-Like Approach to Supporting Novices in Learning Programming.- Completeness and Collaboration in the Early Design Phase of Learning Games: Do Ideation Cards Provide Scaffolding? .- Mobile Game-Based Learning in Distance Education: A Mixed Analysis of Learners' Emotions and Gaming Features.- Tangible Solutions for Learning Basic Math Skills: Exploring Concepts of Emotions and Enaction.- University Student Surveys using Chatbots: Artificial Intelligence Conversational Agents.- An Overview of the Use of Chatbots in Medical and Healthcare Education.- Studying how to Apply Chatbots Technology in Higher-Education: First Results and Future Strategies.- 'Are you OK?' Students' Trust in a Chatbot Providing Support Opportunities.- Usability and User Experience of a Chat Application with Integrated Educational Chatbot Functionalities.- Envisioned Pedagogical Uses of Chatbots in Higher Education and Perceived Benefits and Challenges.- Towards a New Chemistry Learning Platform with Virtual Reality and Haptics.- Effect of Height in Telepresence Robots on the Users' Spatial Awareness.- Driving Success: Virtual Team Building through Telepresence Robots.- Design of Children's Entertainment & Education Products Based on AR Technology.- Heritage Augmented Reality Applications for Enhanced User Experience - A Case Study of AR Videogames for Children at Archeological Site of Empuries, Spain.- Evaluation Design for Learning with Mixed Reality in Mining Education based on a Literature Review.- Acceptance of Social and Telepresence Robot Assistance in German Households.- Student Response Systems in Remote Teaching.- E-Learning and M-Learning Technological Intervention in Favor of Mathematics.- Teaching Lung Pathology during a Pandemic: Can Further Developments of an Online Quiz Primer Improve the Engagement of Students in a Completely on-Line Delivery? .- How to Asses Empathy during Online Classes.- CodeLab: an Online Laboratory for Learning to Code.- Engaging Students in Online Language Learning during a Pandemic.- The Global Challenge of Designing E-learning Tools for Computational Thinking: a Comparison between East Asia and Scandinavia.- The Effects of the Sudden Switch to Remote Learning Due to Covid-19 on HBCU Students and Faculty.- From Studios to Laptops: Challenges in Imparting Design Education Virtually.- Teaching-Learning in the Industrial Engineering Career in Times of COVID-19.- Designing Learning Environments in a Digital Time - Experiences in two Different Subjects at NTNU, Norway Autumn 2020.- Rapid Response to the Needs of ESL Students of a Technical University in the Time of Emergency Covid-19 Transfer to Online Classes: ITMO University Case Study.
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EAN: 9783030779429
UPC: 9783030779429
ISBN: 9783030779429
MPN: N/A
Book Title: Learning and Collaboration Technologies: Games and
Item Length: 23.4 cm
Subject Area: Educational Technology
Item Height: 235 mm
Item Width: 155 mm
Author: Andri Ioannou, Panayiotis Zaphiris
Publication Name: Learning and Collaboration Technologies: Games and Virtual Environments for Learning: 8th International Conference, LCT 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings, Part II
Format: Paperback
Language: English
Publisher: Springer Nature Switzerland Ag
Subject: Computer Science, Business
Publication Year: 2021
Type: Textbook
Item Weight: 563 g
Number of Pages: 343 Pages