| Título : |
Second International Conference, ICITL 2019, Tromsø, Norway, December 2–5, 2019, Proceedings |
| Tipo de documento: |
documento electrónico |
| Autores: |
Rønningsbakk, Lisbet, ; Wu, Ting-Ting, ; Sandnes, Frode Eika, ; Huang, Yueh-Min, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2019 |
| Número de páginas: |
XVII, 867 p. 247 ilustraciones, 186 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-030-35343-8 |
| Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
| Palabras clave: |
Computadoras y Educación Ordenador Sistemas de propósito especial y basados en aplicaciones Aplicaciones informáticas y de sistemas de información Educación Ciencias sociales Procesamiento de datos Aplicación informática en ciencias sociales y de |
| Índice Dewey: |
371.334 |
| Resumen: |
Este libro constituye las actas arbitradas de la Segunda Conferencia Internacional sobre Tecnologías Innovadoras y Aprendizaje, ICITL 2019, celebrada en Tromsø, Noruega, en diciembre de 2019. Los 85 artículos completos presentados junto con 4 artículos breves fueron cuidadosamente revisados y seleccionados de 189 presentaciones. Los artículos están organizados en las siguientes secciones temáticas: aplicación y diseño de software de aprendizaje innovador; inteligencia artificial y minería de datos en educación; realidad aumentada y virtual en educación; pensamiento computacional en educación; diseño y marco de sistemas de aprendizaje; técnicas de análisis de datos educativos y aplicaciones de aprendizaje adaptativo; evaluación, valoración y prueba; aprendizaje innovador en educación; aprendizaje móvil; nuevas perspectivas en educación; curso en línea y entorno basado en la web; pedagogías para tecnologías innovadoras; aprendizaje en redes sociales; tecnologías que mejoran el aprendizaje de idiomas; y educación en tecnología e ingeniería. |
| Nota de contenido: |
Application and Design of Innovative Learning Software -- Increasing Students' Interest and Learning Achievement Using Cooperative Learning (Students Team Achievement Division) through Edmodo -- The influence of interactive and non-interactive E-book on the Learning Effectiveness of High and Low Achievement Nursing students -- Using an Augmented-Reality Board Game for Drug Addiction Prevention at a University in Taiwan -- The Impact of Game-based Situated Learning System in Oral Health Education -- The Application of Augmented Reality to the Education of Chemistry – Take the Course of Nature Science in Junior High School as an Example -- The study on problem solving of using blocks vehicle in STEAM course for lower elementary grades -- A System to Support the Learning of English Collocations via Video Materials: A Preliminary Study -- An Empirical Research on Exploring the Trans-disciplinary Autocorrelationships among The Social-media Technology, MOOCs and Higher-education Sustainability -- ETAR: An English Teaching Assistant Robot and Its Effects on College Freshmen's In-Class Learning Motivation -- Engaging Students in a Flipped English Classroom by Conducting an Interactive Response System and its Effects on Students' Learning Achievement and Learning Motivation -- Visual Attention Analysis During Program Debugging Using Virtual Reality Eye Tracker -- The Effects of Collaborative Learning on Students' English Learning Motivation and Style -- The Designing of Constructivist Web-based Learning Environment to Enhance Problem Solving Process and Transfer of Learning for Computer Education Student -- Artificial Intelligence & Data Mining in Education -- Using process mining techniques to discover student's activities, navigation paths, and behavior in LMS Moodle -- Scaffolding Learning for the Novice Players of Go -- An Image Recognition Practice for Using Mobile Phone during Class -- Building a Chinese facial expression database for automatically detecting academic emotions to support instruction in blended and digital learning environments -- Augmented and Virtual Reality in Education -- Obtaining Managerial Skills in Virtual Reality -- Design and Development of Constructivist Augmented Reality (AR) Book Enhancing Analytical Thinking in Computer Classroom -- Effect of Augmented Reality on Astronomical Observation Instruction -- Enhanced Learning of Jazz Chords with a Projector Based Piano Keyboard Augmentation -- Computational Thinking in Education -- Improving Programming Education Quality with Automatic Grading System -- Tasks for Assessing Computational Thinking Skills at Secondary School Level -- The Effects of Interactive Learning Environment to Enhance the Algorithmic Thinking for Data Structure -- Design and Evaluation of an Interactive Teaching Platform for Guided Instruction in Programming with Real-Time Compilation -- Design and Framework of Learning Systems -- Designing framework of Constructivist Digital Learning Environment Model to Enhance Creative Thinking for Undergraduate Students -- User-Centered Design of Mobile Application Model for Academic Library Services -- Theoretical Framework of Constructivist Web-Based Learning Environment Model to Enhance Mathematical Problem Solving -- The Designing Framework of Constructivist Learning Environment Model to Enhance Information Processing and Reduce Cognitive Load for Students' Primary Grade 5 -- Underpinning knowledge and skills for educators to enhance cyber safety awareness in South African schools -- Conceptualising a dynamic technology practice in education using Argyris and Schön's Theory of Action -- An Innovative BERT-based Readability Model -- Framework for Knowledge Asset Management In Community Projects In Higher Education Institutions -- Theoretical Domain Framework to Identify Cybersecurity Behaviour Constructs -- The South African ICT Security Awareness Framework for Education (SAISAFE) -- Educational Data Analytics Techniques and Adaptive Learning Applications -- Research on the Application of Graphic Method in Formative Evaluation of Teaching Chinese Characters to Foreign Students -- An Empirical Analysis on Standards for Selecting News about Current Events for Case-based Teaching of International Laws -- Augmented reality to promote understanding and cognizing in learning of engineering drawing -- Student performance evaluation based on online discussion -- Building a Simulated Test Activity to Facilitate Online Assessment of IoT Security: A case study of IP Camera -- AutoThinking: An adaptive computational thinking game -- A Case Study of Taiwan - AI Talent Cultivation Strategies -- A Case Study of The Impact of Digital Learning on the Quality of Life of People with Disabilities -- Evaluation, Assessment and Test -- More than just Fame: Learning from Internet Celebrities --- Uses and Gratifications Perspective -- Dimensions of a Learning Organisation in the IT Sector and Secondary Schools in the Czech Republic -- Exploring the interplay between students' co-regulated behaviors and their collective decision-making abilities on a SSI context -- The Roles, Behaviors and Expectations of the Participants in the Development of Student Graduateness -- Innovative Learning in Education -- Learning with the Semantic Web: The Case of a Research Methodology Semantic Wiki -- Enhancing the quality of essays through a student peerreview process -- The Design and Development of Constructivist Web-based Learning Environment Framework to Enhance Digital literacy for Higher education -- Cyber safety awareness – through the lens of 21st century learning skills and game-based learning -- A Systematic Literature Review of Qualitative Gamification Studies in Higher Education -- Analysis of Students' Learning Emotions using EEG -- Teaching Effectively with the Multi-screen Multimedia Integrated System -- Integrating the Combination of Blockchain and RPG into Undergraduate Learning -- Mobile Learning -- Design and Development of Constructivist Web-based Learning Environment with Augmented Reality to Enhance Critical Reading for First-Year Information Technology Students of Two-Year College in Cambodia -- Conceptualizing Factors that Influence South African Students' Intention to Choose Mobile Devices as Tools for Learning -- Chinese Key-Image Learning: An App Designed with Handwriting Evaluation and Instant Feedback to Support Chinese Character Learning -- Augmented Reality Technique Assists Target Language Learning -- Needs Analyses and Initial Design of The Handheld Chinese Reading System for Classic Literature -- New Perspectives in Education -- Employing Blockchain Technology in Instructional Design and Learning Content Creation -- Foreseen More than a Century─ Grand Vision regarding Science and Technology from the Dream of Red Chamber -- Innovative Technologies and Learning in a Third-Year Computing Module -- Teachers' Beliefs About Technology in The Classroom From Early Implementation Phase in 2003 To Contemporary Practise In 2016 -- Knowing What, Knowing How, or Knowing Where? How Technology Challenge Concepts of Knowledge -- Online Course and Web-Based Environment -- A Data Visualization for Helping Students Decide Which General Education Courses to Enroll: Case of Chulalongkorn University -- Experiences of the Flipped Classroom method - Does it make students more motivated? -- The Framework for Development of Constructivist WebBased Learning Environment Model to Enhance Critical Thinking for primary students -- Innovative Technologies and Learning in a Massive Open Online Course -- Learner's Creative Thinking Learning with Constructivist Web-Based Learning Environment Model: Integration between Pedagogy and Neuroscience -- Pedagogies to Innovative Technologies -- Focus on Personalized Collaborative Learning: What Can We Learn from the Indigenous Sámi Teachers' Supplementary Study Program on Digital Learning Tools? -- The Relationship between Academic Stress and Health Status --- The moderating Role of Social Support -- A Teacher's Reflection of a PBL-based Curriculum -- Design and Development of Interactive Learning Environment Model to Enhance the Creative Problem Solving Thinking for Computer Education Students -- The Investigation on Creative Thinking into Projected-base Programming Course for College Students -- Social Media Learning -- Integrating social media into problem-based learning to improve students' learning performance -- Students'
Innovative E
ducation Practices supported by Facebook -- Between Research and Action: The Generative Sense of Technology -- Locus of Control and Usage of Social Media on Academic Achievement among Police College Students in Taiwan -- Analysis of Fake News and the Level of Cognitive Perception of Undergraduate Students in the University in Thailand -- Technologies Enhanced Language Learning -- Scenario-Based Learning Exemplification with a Dynamic Video Retrieving Tool for the Second Language Teaching -- Using Digital Map Tools to Assist Learning of Argumentative Essay Writing -- Application of Artificial Intelligence to the Small Open Online English Abstract Writing Course -- Impact of speech-enabled language translation application on perceived learning emotions in lectures in English as a medium of instruction -- The Effects of Virtual Learning Environment on High School Students' English Learning Performance and Attitude -- Technology and Engineering Education -- Encouraging Active Learning for System Engineering Students using Role-Exchanging Activities -- Employability table for Mechanical and Mechanical College Students in Science and Technology Colleges after Graduation: Analysis of Employability of Graduates and Employers -- The Development of Simulation-based Laboratory Lessons in Electronics Industrial Instrumentation to Enhance Ill-Structured Problem Solving for Engineering Students -- Teaching Propositional and Syllogistic Logic Using Elearning. |
| En línea: |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
| Link: |
https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i |
Second International Conference, ICITL 2019, Tromsø, Norway, December 2–5, 2019, Proceedings [documento electrónico] / Rønningsbakk, Lisbet, ; Wu, Ting-Ting, ; Sandnes, Frode Eika, ; Huang, Yueh-Min, . - 1 ed. . - [s.l.] : Springer, 2019 . - XVII, 867 p. 247 ilustraciones, 186 ilustraciones en color. ISBN : 978-3-030-35343-8 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
| Palabras clave: |
Computadoras y Educación Ordenador Sistemas de propósito especial y basados en aplicaciones Aplicaciones informáticas y de sistemas de información Educación Ciencias sociales Procesamiento de datos Aplicación informática en ciencias sociales y de |
| Índice Dewey: |
371.334 |
| Resumen: |
Este libro constituye las actas arbitradas de la Segunda Conferencia Internacional sobre Tecnologías Innovadoras y Aprendizaje, ICITL 2019, celebrada en Tromsø, Noruega, en diciembre de 2019. Los 85 artículos completos presentados junto con 4 artículos breves fueron cuidadosamente revisados y seleccionados de 189 presentaciones. Los artículos están organizados en las siguientes secciones temáticas: aplicación y diseño de software de aprendizaje innovador; inteligencia artificial y minería de datos en educación; realidad aumentada y virtual en educación; pensamiento computacional en educación; diseño y marco de sistemas de aprendizaje; técnicas de análisis de datos educativos y aplicaciones de aprendizaje adaptativo; evaluación, valoración y prueba; aprendizaje innovador en educación; aprendizaje móvil; nuevas perspectivas en educación; curso en línea y entorno basado en la web; pedagogías para tecnologías innovadoras; aprendizaje en redes sociales; tecnologías que mejoran el aprendizaje de idiomas; y educación en tecnología e ingeniería. |
| Nota de contenido: |
Application and Design of Innovative Learning Software -- Increasing Students' Interest and Learning Achievement Using Cooperative Learning (Students Team Achievement Division) through Edmodo -- The influence of interactive and non-interactive E-book on the Learning Effectiveness of High and Low Achievement Nursing students -- Using an Augmented-Reality Board Game for Drug Addiction Prevention at a University in Taiwan -- The Impact of Game-based Situated Learning System in Oral Health Education -- The Application of Augmented Reality to the Education of Chemistry – Take the Course of Nature Science in Junior High School as an Example -- The study on problem solving of using blocks vehicle in STEAM course for lower elementary grades -- A System to Support the Learning of English Collocations via Video Materials: A Preliminary Study -- An Empirical Research on Exploring the Trans-disciplinary Autocorrelationships among The Social-media Technology, MOOCs and Higher-education Sustainability -- ETAR: An English Teaching Assistant Robot and Its Effects on College Freshmen's In-Class Learning Motivation -- Engaging Students in a Flipped English Classroom by Conducting an Interactive Response System and its Effects on Students' Learning Achievement and Learning Motivation -- Visual Attention Analysis During Program Debugging Using Virtual Reality Eye Tracker -- The Effects of Collaborative Learning on Students' English Learning Motivation and Style -- The Designing of Constructivist Web-based Learning Environment to Enhance Problem Solving Process and Transfer of Learning for Computer Education Student -- Artificial Intelligence & Data Mining in Education -- Using process mining techniques to discover student's activities, navigation paths, and behavior in LMS Moodle -- Scaffolding Learning for the Novice Players of Go -- An Image Recognition Practice for Using Mobile Phone during Class -- Building a Chinese facial expression database for automatically detecting academic emotions to support instruction in blended and digital learning environments -- Augmented and Virtual Reality in Education -- Obtaining Managerial Skills in Virtual Reality -- Design and Development of Constructivist Augmented Reality (AR) Book Enhancing Analytical Thinking in Computer Classroom -- Effect of Augmented Reality on Astronomical Observation Instruction -- Enhanced Learning of Jazz Chords with a Projector Based Piano Keyboard Augmentation -- Computational Thinking in Education -- Improving Programming Education Quality with Automatic Grading System -- Tasks for Assessing Computational Thinking Skills at Secondary School Level -- The Effects of Interactive Learning Environment to Enhance the Algorithmic Thinking for Data Structure -- Design and Evaluation of an Interactive Teaching Platform for Guided Instruction in Programming with Real-Time Compilation -- Design and Framework of Learning Systems -- Designing framework of Constructivist Digital Learning Environment Model to Enhance Creative Thinking for Undergraduate Students -- User-Centered Design of Mobile Application Model for Academic Library Services -- Theoretical Framework of Constructivist Web-Based Learning Environment Model to Enhance Mathematical Problem Solving -- The Designing Framework of Constructivist Learning Environment Model to Enhance Information Processing and Reduce Cognitive Load for Students' Primary Grade 5 -- Underpinning knowledge and skills for educators to enhance cyber safety awareness in South African schools -- Conceptualising a dynamic technology practice in education using Argyris and Schön's Theory of Action -- An Innovative BERT-based Readability Model -- Framework for Knowledge Asset Management In Community Projects In Higher Education Institutions -- Theoretical Domain Framework to Identify Cybersecurity Behaviour Constructs -- The South African ICT Security Awareness Framework for Education (SAISAFE) -- Educational Data Analytics Techniques and Adaptive Learning Applications -- Research on the Application of Graphic Method in Formative Evaluation of Teaching Chinese Characters to Foreign Students -- An Empirical Analysis on Standards for Selecting News about Current Events for Case-based Teaching of International Laws -- Augmented reality to promote understanding and cognizing in learning of engineering drawing -- Student performance evaluation based on online discussion -- Building a Simulated Test Activity to Facilitate Online Assessment of IoT Security: A case study of IP Camera -- AutoThinking: An adaptive computational thinking game -- A Case Study of Taiwan - AI Talent Cultivation Strategies -- A Case Study of The Impact of Digital Learning on the Quality of Life of People with Disabilities -- Evaluation, Assessment and Test -- More than just Fame: Learning from Internet Celebrities --- Uses and Gratifications Perspective -- Dimensions of a Learning Organisation in the IT Sector and Secondary Schools in the Czech Republic -- Exploring the interplay between students' co-regulated behaviors and their collective decision-making abilities on a SSI context -- The Roles, Behaviors and Expectations of the Participants in the Development of Student Graduateness -- Innovative Learning in Education -- Learning with the Semantic Web: The Case of a Research Methodology Semantic Wiki -- Enhancing the quality of essays through a student peerreview process -- The Design and Development of Constructivist Web-based Learning Environment Framework to Enhance Digital literacy for Higher education -- Cyber safety awareness – through the lens of 21st century learning skills and game-based learning -- A Systematic Literature Review of Qualitative Gamification Studies in Higher Education -- Analysis of Students' Learning Emotions using EEG -- Teaching Effectively with the Multi-screen Multimedia Integrated System -- Integrating the Combination of Blockchain and RPG into Undergraduate Learning -- Mobile Learning -- Design and Development of Constructivist Web-based Learning Environment with Augmented Reality to Enhance Critical Reading for First-Year Information Technology Students of Two-Year College in Cambodia -- Conceptualizing Factors that Influence South African Students' Intention to Choose Mobile Devices as Tools for Learning -- Chinese Key-Image Learning: An App Designed with Handwriting Evaluation and Instant Feedback to Support Chinese Character Learning -- Augmented Reality Technique Assists Target Language Learning -- Needs Analyses and Initial Design of The Handheld Chinese Reading System for Classic Literature -- New Perspectives in Education -- Employing Blockchain Technology in Instructional Design and Learning Content Creation -- Foreseen More than a Century─ Grand Vision regarding Science and Technology from the Dream of Red Chamber -- Innovative Technologies and Learning in a Third-Year Computing Module -- Teachers' Beliefs About Technology in The Classroom From Early Implementation Phase in 2003 To Contemporary Practise In 2016 -- Knowing What, Knowing How, or Knowing Where? How Technology Challenge Concepts of Knowledge -- Online Course and Web-Based Environment -- A Data Visualization for Helping Students Decide Which General Education Courses to Enroll: Case of Chulalongkorn University -- Experiences of the Flipped Classroom method - Does it make students more motivated? -- The Framework for Development of Constructivist WebBased Learning Environment Model to Enhance Critical Thinking for primary students -- Innovative Technologies and Learning in a Massive Open Online Course -- Learner's Creative Thinking Learning with Constructivist Web-Based Learning Environment Model: Integration between Pedagogy and Neuroscience -- Pedagogies to Innovative Technologies -- Focus on Personalized Collaborative Learning: What Can We Learn from the Indigenous Sámi Teachers' Supplementary Study Program on Digital Learning Tools? -- The Relationship between Academic Stress and Health Status --- The moderating Role of Social Support -- A Teacher's Reflection of a PBL-based Curriculum -- Design and Development of Interactive Learning Environment Model to Enhance the Creative Problem Solving Thinking for Computer Education Students -- The Investigation on Creative Thinking into Projected-base Programming Course for College Students -- Social Media Learning -- Integrating social media into problem-based learning to improve students' learning performance -- Students'
Innovative E
ducation Practices supported by Facebook -- Between Research and Action: The Generative Sense of Technology -- Locus of Control and Usage of Social Media on Academic Achievement among Police College Students in Taiwan -- Analysis of Fake News and the Level of Cognitive Perception of Undergraduate Students in the University in Thailand -- Technologies Enhanced Language Learning -- Scenario-Based Learning Exemplification with a Dynamic Video Retrieving Tool for the Second Language Teaching -- Using Digital Map Tools to Assist Learning of Argumentative Essay Writing -- Application of Artificial Intelligence to the Small Open Online English Abstract Writing Course -- Impact of speech-enabled language translation application on perceived learning emotions in lectures in English as a medium of instruction -- The Effects of Virtual Learning Environment on High School Students' English Learning Performance and Attitude -- Technology and Engineering Education -- Encouraging Active Learning for System Engineering Students using Role-Exchanging Activities -- Employability table for Mechanical and Mechanical College Students in Science and Technology Colleges after Graduation: Analysis of Employability of Graduates and Employers -- The Development of Simulation-based Laboratory Lessons in Electronics Industrial Instrumentation to Enhance Ill-Structured Problem Solving for Engineering Students -- Teaching Propositional and Syllogistic Logic Using Elearning. |
| En línea: |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
| Link: |
https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i |
|  |