TÃtulo : |
Third International Conference, eLEOT 2016, Dublin, Ireland, August 31 – September 2, 2016, Revised Selected Papers |
Tipo de documento: |
documento electrónico |
Autores: |
Vincenti, Giovanni, ; Bucciero, Alberto, ; Helfert, Markus, ; Glowatz, Matthias, |
Mención de edición: |
1 ed. |
Editorial: |
[s.l.] : Springer |
Fecha de publicación: |
2017 |
Número de páginas: |
IX, 223 p. 50 ilustraciones |
ISBN/ISSN/DL: |
978-3-319-49625-2 |
Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
Palabras clave: |
Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Sistemas multimedia Computadoras y Educación Interfaces de usuario e interacción persona-computadora Sistemas de información multimedia |
Clasificación: |
371.334 |
Resumen: |
Este libro constituye las actas de la Tercera Conferencia Internacional sobre E-Learning, E-Educación y Capacitación en LÃnea, eLEOT 2016, celebrada en DublÃn, Irlanda, del 31 de agosto al 2 de septiembre de 2016. Los 25 artÃculos completos revisados ​​presentados fueron cuidadosamente revisados ​​y seleccionado entre 35 presentaciones. Se centran en temas como aprendizaje en realidad aumentada, aprendizaje combinado, análisis de aprendizaje, aprendizaje móvil y entornos de aprendizaje virtuales. . |
Nota de contenido: |
A Social Metric Approach to E-learning Evaluation in Education -- A Technique for Applying RLCP-Compatible Labs on Open edX Platform -- Active Learning and ICT in Upper Secondary School: A Possible Answer to Early School Leaving -- An Approach to Development of Practical Exercises of MOOCs based on Standard Design Forms and Technologies -- Creating Inspiring Learning Environments by means of Digital Technologies: A Case Study of the Effectiveness of WhatsApp in Music Education -- Digital Competence and Capability Frameworks in the Context of Learning, Self-Development and HE Pedagogy -- Holographic Signing Avatars for Deaf Education -- How to Apply Gamification Techniques to Design a Gaming Environment for Algebra concepts -- Intelligent Tutoring Systems -- Online Distance Education Materials and Accessibility: Case Study of University College of Estate Management -- Raising engagement and motivation through gamified e-portfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey -- Student Choice: Blends of Technology beyond the University to support social interaction and social participation in learning -- Teaching Syllogistics Using E-learning Tools -- The effective of learning by augmented reality on Android platform -- The Use of Physical Artefacts in Undergraduate Computer Science Teaching -- ThesesDB - Single-Source of Information and Workflow Support for Students' Work -- Validation of Course Ontology Elements for Automatic Question Generation Online Track -- CIR: Fostering collective creativity -- E-Learning Authoring Tool for Reusing Web Multimedia Resources -- Experience in a blended learning course – a case study -- Private cloud with e-Learning for Resources Sharing in University Environment -- Research and trends in the studies of Collective Intelligence from 2012 to 2015 -- Comparative Study of the Mobile Learning Architectures -- Social Microlearning Motivates Learners to Pursue Higher-Level Cognitive Objectives -- Strategy Simulation Games: The Student Perspective and an Investigation of Employability Competencies gained through the use of Strategy Simulations in Higher Education. |
Enlace de acceso : |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
Third International Conference, eLEOT 2016, Dublin, Ireland, August 31 – September 2, 2016, Revised Selected Papers [documento electrónico] / Vincenti, Giovanni, ; Bucciero, Alberto, ; Helfert, Markus, ; Glowatz, Matthias, . - 1 ed. . - [s.l.] : Springer, 2017 . - IX, 223 p. 50 ilustraciones. ISBN : 978-3-319-49625-2 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Palabras clave: |
Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Sistemas multimedia Computadoras y Educación Interfaces de usuario e interacción persona-computadora Sistemas de información multimedia |
Clasificación: |
371.334 |
Resumen: |
Este libro constituye las actas de la Tercera Conferencia Internacional sobre E-Learning, E-Educación y Capacitación en LÃnea, eLEOT 2016, celebrada en DublÃn, Irlanda, del 31 de agosto al 2 de septiembre de 2016. Los 25 artÃculos completos revisados ​​presentados fueron cuidadosamente revisados ​​y seleccionado entre 35 presentaciones. Se centran en temas como aprendizaje en realidad aumentada, aprendizaje combinado, análisis de aprendizaje, aprendizaje móvil y entornos de aprendizaje virtuales. . |
Nota de contenido: |
A Social Metric Approach to E-learning Evaluation in Education -- A Technique for Applying RLCP-Compatible Labs on Open edX Platform -- Active Learning and ICT in Upper Secondary School: A Possible Answer to Early School Leaving -- An Approach to Development of Practical Exercises of MOOCs based on Standard Design Forms and Technologies -- Creating Inspiring Learning Environments by means of Digital Technologies: A Case Study of the Effectiveness of WhatsApp in Music Education -- Digital Competence and Capability Frameworks in the Context of Learning, Self-Development and HE Pedagogy -- Holographic Signing Avatars for Deaf Education -- How to Apply Gamification Techniques to Design a Gaming Environment for Algebra concepts -- Intelligent Tutoring Systems -- Online Distance Education Materials and Accessibility: Case Study of University College of Estate Management -- Raising engagement and motivation through gamified e-portfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey -- Student Choice: Blends of Technology beyond the University to support social interaction and social participation in learning -- Teaching Syllogistics Using E-learning Tools -- The effective of learning by augmented reality on Android platform -- The Use of Physical Artefacts in Undergraduate Computer Science Teaching -- ThesesDB - Single-Source of Information and Workflow Support for Students' Work -- Validation of Course Ontology Elements for Automatic Question Generation Online Track -- CIR: Fostering collective creativity -- E-Learning Authoring Tool for Reusing Web Multimedia Resources -- Experience in a blended learning course – a case study -- Private cloud with e-Learning for Resources Sharing in University Environment -- Research and trends in the studies of Collective Intelligence from 2012 to 2015 -- Comparative Study of the Mobile Learning Architectures -- Social Microlearning Motivates Learners to Pursue Higher-Level Cognitive Objectives -- Strategy Simulation Games: The Student Perspective and an Investigation of Employability Competencies gained through the use of Strategy Simulations in Higher Education. |
Enlace de acceso : |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
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